Thanks Lighthorse, I would like to here more about your AIC Finite game at the AI Campaign thread. I like your settings for the Finite game, you may however tie your hands a little in Finite Play; with
(only could colonized our planet type) and may make
those Asteroids Fields one of the most valued of terrains to defend or too conquer. With this said, the AI as a result of se4 logic
does NOT Asteroid or vacant planet Robo Mine and this will be a crippling AI disadvantage

Now if you want a chalange in a (only could colonized our planet type), you may take Ice or Gas against only the AI Players of Rock Type.
NOTE: Other then possibly Gas or Ice type AI to an extent; an increased AI Bonus should assist the AI for most se4 and MODS with
(only could colonized our planet type). I will look for
additional options as well for the AI within AIC with this style of play, thanks for the heads up, Lighthorse
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Most of the AI Players with AIC; will have at least one (Seeker) Ship Class in there arsenal to keep the Human Players honest from jump; as to maintain at least some point defense capabilities on there ships, but worry not they will fleet with Ships that specialize in direct fire beam and CVs soon enough.
You may in many games see AI Player fleets and Ships in a
sector or sectors that may exceed one to two Hundred in total Ship Numbers.
However, since the AI thru the PPI (please refer to reference) of the Vehicles Construction file is based on total Planets to support the AI Fleets. Then with
(only could colonized our planet type or Breathable Atmospheres only) will naturally keep the total Colonized Planets down, hense having the effect of reduceing overall total SHIP counts. Resulting in most cases the AI with some MODS may have an inability to produce large amounts of ships. That ROCK type AI may out perform all other AI types (gas or Ice) if war was to start for AI versus AI. Also to say that even ROCK type AI Players may not perform well against the crafty Human Player that exclusively has the ability to Robo-mine the vacant unobtainable Planet types from (only could colonized our planet type) and Asteroids
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Yes Lighthorse, with
AI Campaigns Urban Centers; Cities, Large Metropolises thru World Culture Centers you will always have Base Economics that are not effected by Planet Values and this will represent Commerce. In addition, Systems with two or more Stars are the equivalent, of some of the best beachs on the Med or the beauty of the Caribbean and this will boost your economy greatly; when large Cities spring up in those Systems

But this thread should not be about AIC, and is for AI Modding and options discussion in general
However, do not overlook the value of Planet Utilizations Facilities to bolster your Planets resource potential and values; when playing Finite in any MOD or se4
= = = = = = = =
REFERENCE for
PPI
Rules:
1. The game picks a selection based on the AI State. There cannot be duplicate
AI states.
2. Item will be placed at whichever spaceyard is available and can get it done the fastest.
> 3. First item in the queue is selected, and evaluated. We construct if:
{Please veiw code}
code:
a. There are less than X planets per each item, (if there are 13 planets and we already
have 4 ships of this design type, and the Planet Per Item value = 3,
then we buy another one). If PPI < (Num Planets / Num Ships of Type), construct.
4. If the Build at Least value is greater than 0, we check if the Planet Per Item condition
is still true. If it is, then we purchase another one, if not, we move to the next
queue item. If we do purchase another one, we continue in this loop until the
condition is false, or we have purchased the number in Build At Least.
5. When the Last item is reached, it restarts at the beginning.
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Entry X Planet Per Item:
Number of planets per each item in 10ths.
(20 = 2.0: We want 1 item for every 2 planets we have.)
Entry X Must Have At Least:
Must have this many of this type in existance, or being built.
If not, then build more.
This comes before Planet Per Item. {and assumes the AI may afford this minimum count, so the MHAL numbers that are placed here must be resonable for the AI Players: Defense or Yard Bases and the Ship Minimums. The AI designer must consider the future late game upgrade costs and maintainence is affordable because MHAL is not based on probable and/or designed pre-planed Mining Colonies. Where as PPI will consider probable pre-designed Mining Colonies and Etc.} 
[ October 11, 2003, 18:26: Message edited by: JLS ]