Science City Specialization alters Production flavor by +20 (from +10).Commerce City Specialization alters Production flavor by +20 (from +10) and Growth flavor by +30 (from +20).AI Military Strategy "War Mobilization" alters Growth flavor by -10 (from -50 in vanilla, -10 in Brave New World, this helps with warlike civs' science).For reference, the "Need Nuke" gives +150 Nukes flavor. Nukes flavor now increases drastically depending on the AI's Military Strategy: "At War" gives +20, "Empire Defense" gives +15, "Empire Defense Critical" gives +50, "War Mobilization" gives +10, and "Losing Wars" gives +30.AI Spaceship Grand Strategy's flavor effects added or altered: Spaceship by +4 (from +2), Science by +3 (from +2), Production by +2 (from +1), Religion by -2 (from -5), Great People by +1, and Gold by +1.AI Culture Grand Strategy's flavor effects added or altered: Culture by +3 (from +2) and Religion by +2 (from +1).AI Conquest Grand Strategy's flavor effects added or altered: Offense by +3 (from +2), Expansion by +2 (from +1), Military Training by +2 (from +1), Air by +2 (from +1), Nukes by +6 (from +1), Mobile by +2, Defense by +1, Naval by +1, and Water Connection by +3.Increased the influence of Grand Strategies on certain City Specializations: Conquest increases Gold specialization weight by 50, Diplomacy and Culture increases Science specialization weight by 50, Spaceship increases Food specialization (ie.Increased the effect grand strategies' primary flavor has on the AI choosing said grand strategy to 9/10/10/16 (from 9/10/10/13) for Conquest/Culture/Diplomacy/Spaceship respectively.Economic strategy for Spaceship Homestretch alters Science flavor by +40 (from +25 helps the AI complete techs for parts it has not unlocked yet), Gold flavor by +10 (both an equalizer and helps the Freedom ideology), and Production flavor by +15 (helps direct towards improvements that increase production, thereby speeding up parts production).Economic strategy for Spaceship Grand Strategy alters Growth flavor by +20 (population = science) and Gold flavor by +5 (to put it on similar footing as the other Grand Strategy stuff).Economic strategy for Conquest Grand Strategy alters Air flavor by +10 (from +5), Mobile flavor by +5, and Gold flavor by +5 (to pay for unit upkeep).Economic Strategy "Early Expansion" now alters Defense flavor by +10.Economic Strategy "Losing Money" now checks and can trigger every turn (from 5 turns).Economic Strategy "Losing Money" now alters Gold flavor by +40 (from +25), Mobile flavor by -10, Ranged flavor by -10, and Naval flavor by -10.Economic strategies "Expand Like Crazy" and "Grow Like Crazy" give +75 Expansion and +75 Growth flavors respectively by (from +10).Expansion flavor +5 in the AI's original capital.City Strategy "Capital Under Threat" alters Defense flavor by +35 (from +25).City strategy "Have Training Facility" alters flavors for tile improvement, expansion, growth, and happiness by -1 (from -3).City strategy "Want Tile Improvers" has a threshold of 33 (from 40).City strategy "Need Tile Improvers" has a threshold of 50 (from 67).List of all XML-based changes in no particular order: Note that my DLL does not necessarily depend on the values I used in my XML files, so it should be compatible with all non-DLL mods. The lite version contains only XML changes for maximum compatibility with other mods.
1.3.9 CIV GENERATOR
The mod contains nothing but AI changes the only non-AI change is the implementation of a second random number generator that returns values in a binomial distribution instead of a flat distribution, but only AI-related routines have been modified to use this random number generator. Diplomacy and Deal AI are the only big exceptions, seeing as those systems are a lot harder to troubleshoot for AI-only games and pretty much require a complete rewrite due to how gamey they currently are. Pretty much everything has been tweaked or overhauled: city placement, unit management, choosing beliefs, voting on UN resolutions, choosing ideologies, tech progression, puppet-annex-raze logic, choosing promotions, the whole "Grand Strategy" dynamic, formations used by the AI, Great Person handling. This mod, to my knowledge, is the most extensive AI mod available for Civ5 as of yet.
1.3.9 CIV CODE
Parameters that have the word "FIX" in them are fixes for AI bugs or bad code (therefore merging them should be a priority).
![1.3.9 civ 1.3.9 civ](https://libertycity.net/uploads/download/gta5_police/fulls/mesktcgga50qj5b47k80e9bs66/15440339718482_1.jpg)
GitHub Repository for Source Code (Fully populated!)Īll of my changes are wrapped in preprocessor directives using defines located in AuI.h.
1.3.9 CIV FULL
Workshop Link to Lite Version (XML files only)ĬivFanatics Download Link to Full VersionĬivFanatics Download Link to Lite Version Latest version: v9 w/ mini-update, released