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Old September 1st, 2003, 07:22 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
Hi JLS good to see you back

Is AI Campaign compatible with any other MODs, for example the Ultimate Strategies Mod or any mount or Quadrant mods.

Also can you explain the planet value system a little more in depth.

Thanks
Hello GLV

NO, AIC is not compatible with any other mod that will overwrite one, any or all AI Campaigns - Ai, DATA, Empires and Pictures Files/Subfolders or Folders. This covers most if not all MODS today.

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In regards to (PV) this is the textbook answer from Frequently Asked Questions.

Basically, the FAQ will apply for all Human Players that play AIC. With the exception of Cities and Urban Centers Homeworlds inclusive; they afford Commerce (Imperial Trade if you will) to the Human Player and is thereby unaffected by PV to a degree in AIC.

Loosely, this application of Commerce is applied also to the entire economy for the AI on AIC and is thereby NOT effected by poor Planet Values. Directly that is

I will follow-up with how I Interpret the AI perceptions on some PV applications and AI scenarios.

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((( FAQ )))

17.3.7.2 Planet Values %
Pay attention to the mineral, organic, and radioactive value % on a planet’s details. When determining where to build a facility, use a planet close to or exceeding 100% for a given resource type. That percentage is part of the formula used in producing your empire’s total resources:

(Extraction Facility value) x (planet’s resource type %) x (empire’s racial %) x (Planet Computer Facility %) x (System Computer Facility %) x (planet’s happiness %) x (population %) x = total mineral resources committed to your empire for that facility.

For example, a Mineral Miner I extracts (700) x Planet mineral 120% (1.2) x empire racial bonus 110% (1.1) x Planet Robotoid factory I 110%(1.1) x System Robotoid factory 110% (1.1) x Jubilant happiness 120% (1.2) x 500 population 110% (1.1) = (x) mineral resources committed to your empire for that facility.

Use planets that have mediocre or low resource values as research or intel centers. The same basic formula applies for total points available for projects.

In the example above, you can see the value of important factors in boosting your economic output.

Note: Don't force an absolute minimum value for building miners. I've built mineral miners on planets with a minerals value of 40 before. It all depends on the game and what you need. If you have plenty of planets with high values, use low value planets for research and such. If not, you may need more resources (Imperator Fyron).

17.3.7.3 Develop Your Planets

The key to economic growth is maximizing your planet development. Special facilities can help, but they take a while to build. Therefore, in a small universe or one-on-one game, I rarely use any advanced facilities, unless I’m really comfortable and secure.

Medium scope game facilities :
Planet Robotoid Factory (Computers). I usually build these Last on a planet. Second to Last, I build a space yard to expedite the build time and facility upgrade time (quite often, I set the yard on emergency build for these.)

System Robotoid Factory (Computers). I usually build these Last on a planet. Second to Last, I build a space yard to expedite the build time and facility upgrade time (quite often, I set the yard on emergency build for these.)
Note: System Robotoid Facilities do not increase the benefits of remote mining. (Imperator Fyron)

Scanners: I don’t generally use them because the bonus is applied to only one resource area, rather than all three. And you cannot use both Robotoids and Scanners at the same location; only one takes effect.

Urban Pacification Centers: Populations will grow happier in this system; Not too expensive, and worth it in the long run. Will nudge your planets to jubilant, and especially help pacify foreign citizens. Subtle and slowly effective.

Large scope game facilities : (see FAQ 4.3)
Resource Converter: Converts between resource types with a 30% (at best) loss of material; comes in real handy when you have an unexpected surplus of one type

Ultra Recycler: Items scrapped in this sector will reclaim 80% of their original resource value (I don’t use them)

Atmosphere converters: Changes the atmosphere of the planet to one that is breathable by its colony over 2 (at best) years… that’s 20 game turns… I’m too impatient. I won’t use them unless the breathers aren’t available

Climate Control Facilities: Improves the conditions of the planet up to 3% each year. I never think to use them.

Value Improvement Plants: Improves the mineral, organic, and rad value of the planet up to 3% each year. Requires patience; but a slow payoff.

AIC as well as some individual MODs have different names and some additional varied facilities.

Thanks to all the FAQ team this is a great article and all should be read when time permits.


Special facilities and economics : (see FAQ 4.3)

have to hit the link to continue

[ September 01, 2003, 23:25: Message edited by: JLS ]
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