Ninakoru
A deity on Emperor
After a long long time I finally came back to Civ modding, here's the result of one month of work and testing with the DLL.
I have to say I spent most of the time looking at what has been done on CPP and AUI, fixed some of my original changes with the fantastic work of Gazebo, Iteroi and Delnar, moving the changes in define directives so they are more traceable (much like Delnar did, I totally love his method), and finally integrated some fixes and changes from both DDL mods.
Last week I whatched deeply into build and tech funtions, made up a few fixes and improvements there.
Any comment about the mod, any crash (I tested everything, but



happens), and request, please use this thread.
Meanwhile I will prepare a few pull requests to the community patch project with the fixes and issues they have not enhanced in other way.
Here are the new changes, resumed:
V3 changes:
- Some fixes and enhancements from Artificial Unintelligence mod (all merits to Delnar!), most are for better AI tactical and operation ability, with some behaviour fixes.
- Some fixes for Tactical analysis map internal calculations from Community Patch Project (thanks to Gazebo, Iteroi and all the team!).
- AI will properly focus city on production while doing wonders and settlers (also from Community Patch Project)
- Some fixes on V1 and V2 changes, mostly done in both Artificial Unintelligence mod and Community Patch Project.
- AI Air rebase enhanced, to properly bring planes to the most needed cities, also won't flee from a city/carrier until REAL danger.
- AI will only build world wonders on their most productive cities, and only will build some national wonders on the best cities to get the most of these building bonuses.
- AI will create some core defense troops early, at least to cover cities, workers and settlers with one combat unit to avoid being too weak against barb attacks and rushes (incredibly useful for mods that give the AI less free starting units on higher difficulties IE my balance mod).
- AI desired minimum and recommended troops are scaled with difficulty and more city-based. AI will train units more often if the total combat unit count is absurdly low.
- AI desired minimum and recommended troops value based on threat fixed (specially useful isolated/distant civs), now it scales from 50% to 150% properly.
- AI will dinamically create workers based on owned tiles still to be upgraded (useful when there's lots of tiles hard to upgrade IE jungle).
- AI capital settler need for first three cities also scales with difficulty parameters (better bonuses = faster initial expansion).
- Fix for AI tech selection: AI will emphasize on techs that enable luxuries effectively, now also working with resources and sea resources/luxuries.
- More on AI Tech selection: AI will start considering grand strategy over situational needs faster based on difficulty bonsuses.
- Better Tech selection based on flavors: AI flavor propagation formula fixed to distribute the value if there are several required techs needed to reach that Tech. Also some fixes to boost tech desire for the ones near the end of the tree (due the tech propagation computation, those didn't get much love).
And finally, about the resources.
Civfanatics download:
http://forums.civfanatics.com/downloads.php?do=file&id=22394
Also available on Steam Workshop (just search for smart AI).
The github code is now here:
https://github.com/Ninakoru/Civ-5-BNW-Smart-AI
I have to say I spent most of the time looking at what has been done on CPP and AUI, fixed some of my original changes with the fantastic work of Gazebo, Iteroi and Delnar, moving the changes in define directives so they are more traceable (much like Delnar did, I totally love his method), and finally integrated some fixes and changes from both DDL mods.
Last week I whatched deeply into build and tech funtions, made up a few fixes and improvements there.
Any comment about the mod, any crash (I tested everything, but
















Meanwhile I will prepare a few pull requests to the community patch project with the fixes and issues they have not enhanced in other way.
Here are the new changes, resumed:
V3 changes:
- Some fixes and enhancements from Artificial Unintelligence mod (all merits to Delnar!), most are for better AI tactical and operation ability, with some behaviour fixes.
- Some fixes for Tactical analysis map internal calculations from Community Patch Project (thanks to Gazebo, Iteroi and all the team!).
- AI will properly focus city on production while doing wonders and settlers (also from Community Patch Project)
- Some fixes on V1 and V2 changes, mostly done in both Artificial Unintelligence mod and Community Patch Project.
- AI Air rebase enhanced, to properly bring planes to the most needed cities, also won't flee from a city/carrier until REAL danger.
- AI will only build world wonders on their most productive cities, and only will build some national wonders on the best cities to get the most of these building bonuses.
- AI will create some core defense troops early, at least to cover cities, workers and settlers with one combat unit to avoid being too weak against barb attacks and rushes (incredibly useful for mods that give the AI less free starting units on higher difficulties IE my balance mod).
- AI desired minimum and recommended troops are scaled with difficulty and more city-based. AI will train units more often if the total combat unit count is absurdly low.
- AI desired minimum and recommended troops value based on threat fixed (specially useful isolated/distant civs), now it scales from 50% to 150% properly.
- AI will dinamically create workers based on owned tiles still to be upgraded (useful when there's lots of tiles hard to upgrade IE jungle).
- AI capital settler need for first three cities also scales with difficulty parameters (better bonuses = faster initial expansion).
- Fix for AI tech selection: AI will emphasize on techs that enable luxuries effectively, now also working with resources and sea resources/luxuries.
- More on AI Tech selection: AI will start considering grand strategy over situational needs faster based on difficulty bonsuses.
- Better Tech selection based on flavors: AI flavor propagation formula fixed to distribute the value if there are several required techs needed to reach that Tech. Also some fixes to boost tech desire for the ones near the end of the tree (due the tech propagation computation, those didn't get much love).
And finally, about the resources.
Civfanatics download:
http://forums.civfanatics.com/downloads.php?do=file&id=22394
Also available on Steam Workshop (just search for smart AI).
The github code is now here:
https://github.com/Ninakoru/Civ-5-BNW-Smart-AI