Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

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Artificial Unintelligence Lite
   
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Tags: Other, Gameplay
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12.526 KB
15 Jan, 2015 @ 4:54pm
15 Aug, 2015 @ 7:34am
3 Change Notes ( view )

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Artificial Unintelligence Lite

Description
Improves Beyond Earth's Artificial Intelligence (Computer Players). Nothing more, nothing less.

This is the Beyond Earth port of the Civ5 modArtificial Unintelligence's Lite version, specifically v9: it contains XML modifications exclusively, so it is maximally compatible with other mods.
It's actually quite amusing to see that 99% of the XML improvements I made for Civ5 work without modificaiton for Beyond Earth. In fact, the only reason it took this long to upload is because I do not actually own Beyond Earth, so I could not upload the mod to the Workshop.

As I do not own Beyond Earth, I only have access to Beyond Earth's SDK for uploading mods while the Beyond Earth Free Weekend is happening, so if you find any bugs, please try to report them ASAP before the Free Weekend ends and I can no longer upload patches!

Although the mod is a bit bare-bones, the improved AI is immediately noticeable: in the Civ5 version on Prince difficulty, it actually kept up in technology, rarely had prolonged money problems, and could actually win wars decisively against other AIs and city states.
There are still quite a few problematic areas however, such as promotion management, voting, city placement, and unit management; these aspects require access to the game DLL's C++ code, as XML modifications can get you only so far, and Lua injections only let you add features to the game, not change or remove existing ones. The result is a much better AI, which, although still not without faults, can put up a much better fight without having to rely on bonuses.

Should any official DLC's or Expansion be released, the mod has been designed to work with or without any and all of them, though it is possible that Firaxis gets their act together and actually fix the AI on the C++ side of things, in which case it's possible that certain modifications will cause problems. The mod should also be compatible with mods that do not alter existing AI strategies, as well as any DLL-based mods in the future.

Complete changelog is located in the mod's folder (browse to it via My Games\Sid Meier's Civilization 5\MODS\Artificial Unintelligence Lite).

If you wish to look into Beyond Earth's AI and my improvements, the XML parameter tweaks are each in files named after the original file they came from. Most changes are commented for clarity, but feel free to ask about any AI-related parameters or changes you do not understand in the comments section or as a separate discussion.

Interested in the Civ5 version's development and/or source code? You can visit the mod's Civ5 verion's CivFanatics thread[forums.civfanatics.com]; that mod also has a GitHub page[github.com] if you want to work with my source code (or just to have a quick look).
50 Comments
tini_ca 17 Nov, 2019 @ 11:23pm 
Hello !
(I am a french player)

During starting the gameI have these 3 error messages:

Unable to load texture [iconeframe64.dds]

Unable to load texture [asset / UI / art / icons / leaderportraits1024frame.dds]

Unable to load texture [asset / UI / art / controls / 9grils / gril9highligh8.dds]

I have theses mods:

Enhanced covert ops
Infoaddict
Atificial unintelligence lite
cities 6 tiles away
Enhanced loadout
Battleship Yamato
IGEditorBE
Advanced game options
larger maps
Starting location overhaul
Visually distinctive terrain - lush biome
Visually distinctive terrain - arid biome
Visually distinctive terrain - fungal biome
Colorful tech web

Somebody have an idea?
Delnar_Ersike  [author] 6 Jul, 2016 @ 2:29pm 
Jabel: values loaded into the game by XML files from the AI-specific sections of the game, plus a few, choice values from Global AI defines and missing flavor values from the Rocktopus unit (since the AI cannot build stuff without flavor values, missing Rocktopus flavor values meant that the AI could never build a Rocktopus). From what I know, most other AI mods primarily deal with values assigned to leaders, e.g. aggression, wonder competitiveness, and personality flavors, and this mod did not change those. Even if there is some overlap between this mod and another mod, since this mod changes XML/SQL values only, your are highly unlikely to get actual compatibility issues from the overlap; one mod will simply overwrite the other's changes in the overlap, and that'll be that.
Jabel 5 Jul, 2016 @ 7:25pm 
Can anyone breakdown what parts of the AI are modded so we can search for other compatible AI mods?
Delnar_Ersike  [author] 15 Apr, 2016 @ 11:35am 
NIGOR: It should work fine with Rising Tide, though it won't improve the AI for Rising Tide-specific features (e.g. building hybrid units, artifact paths, spending political capital, etc.). Still, at least the AI will build Rocktopuses (yes, the AI would never build them in the unmodded game because the devs forgot to add in flavors for it).
Kogtopus 15 Apr, 2016 @ 10:30am 
Is the mod Rising Tide compatible ? I know you can't update to to RT and all, but if I use it with the DLC, will it crash AI, or will it improve at least some parts of the AI ?
jsnider193 12 Jan, 2016 @ 5:36pm 
Agree .. in a game right now and if do not take a short cut to victory (one of the gates) 2 of the AI have holdings about twice as large as mine. this coupled with a few other mods really make the game a tad more of a challenge. thanx for adding it to the mix
jackito 16 Dec, 2015 @ 1:07am 
Works fine. AI is better now. The difference is noticeable.
Delnar_Ersike  [author] 10 Nov, 2015 @ 4:34pm 
schflo: thanks, but I don't even own Beyond Earth, let alone BERT. This mod was uploaded and updated during CivBE's two free weekends (which is possible because of how CivBE's AI is almost identical to Civ5's). Even if I owned both games, Firaxis hasn't released the DLL source code for CivBE, and since 99% of the full-scale Artificial Unintelligence mod's changes rely on DLL changes, there is no way that I could make a similarly full-scale AI mod until they release CivBE's DLL source code.
schflo 10 Nov, 2015 @ 11:42am 
Hey your mod is great! I apreciate your work. Woud love do see the full scale of artificial unintelligence work with rising tides... so if you like... I would love to gift you a copy of rising tides ... so you can make it happen ..
Delnar_Ersike  [author] 22 Aug, 2015 @ 5:40am 
cbdeakin: That stuff is the realm of flavor/personality updates, and I don't know CivBE well enough to feel comfortable making these types of changes. Flavors are the scoring system used by Civ AIs for choosing techs, policies/virtues, and what to produce in cities. The base score for an item is calculated by multiplying the item's value for each flavor type with the AI's personality weight for that flavor type, and then summing the resulting products. This is then altered based on future unlocks for tech and policy/virtue items and build times for production items (usually only enough to break ties). Personality weights are the AI leader's personality score for the flavor (ranging from 1 to 20) altered by the AI's current grand strategy (usually never more than +3) plus whatever extra weights are assigned by active Economic and Military strategies (values can range into the 100's). Personality weights sans the strategy stuff are used elsewhere, eg. to score future city sites.