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Civ 5 armor units update#
Improve the AI's chances of setting up protected bombard attacks.
AI second wave expansion more aggressive.
AI should colonize other continents regularly.
AI slightly more likely to settle off home continent.
AI will emphasize getting an Ocean going explorer unit when the time comes.
Allow AI or automated human explorers to move to edge of sight range and then explore again.
AI will be more likely to build and bring siege units in a city attack.
Allow AI to build more units if above Prince.
AI now builds, deploys, and uses air units more effectively.
AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
AI will more aggressively hunt barbs in the early game.
AI will often build more defensive troops.
AI will not use Horse as defenders on hills as much.
Adjust Napoleon to make more likely to go for culture.
Tweak a few leader settings to be more likely to use their traits.
AI will be more aggressive about building Spaceship parts when going for Science victory.
AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
Changes to better protect the capital or any city with an enemy within 5 tiles.
Reduce chance of AI civs making "suicide" attacks.
Never use ranged units to provide flank bonuses.
Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone.
Civ 5 armor units update#
Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms).
Don't mark tiles adjacent to enemy at sea as good for flank attacks - there is no flanking at sea.
Make all forms of guarding improvements the lowest priority tactical AI moves.
Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
Combine bombardment fire from cities with other ranged fire where possible.
Sorting enemy targets (within a class) by damage.
Proper evaluation of which enemy units can reach my units next turn.