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Originally Posted by PvK
Interesting AI test results.
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At least the Xiati need some tweaking of their tech research priorities: Investing 400k points (~40 turns) into Level 3 of their racial tech (Temporal, which does not even give ships hulls etc) while not having colonisation tech available is a no-go.
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Looks like the AI can use both colonizers and starliners, but isn't very coordinated about it in the early game, as you reported.
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It's only a guess, but to me it looks like that some AIs do not manage to beeline for Colonisation Tech-10. They're building lots of combat ships in the meantime, which seriously hampers their ability to colonise once they finally have the tech needed because of the high upkeep costs.
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Starliners moving speed one sounds like they are out of supplies.
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Oh, it's not 2 starliners moving 1 step - it's 2 starliners sitting in open space, both fully loaded and amply fueled, but only 1 is moved by the minister on the next turn, while the other just sits there doing nothing (2 steps away what could be the originating planet). Interestingly, both don't have any "standing" orders (like "move to XY, drop pop" or something).
As a player, I never got a minister to even touch a starliner, no matter what I did ...
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Ruin messages aren't moddable. Sometimes they have ordinary techs which the game unmoddably randomizes, resulting sometimes in you getting tech levels you already have.
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Ok, so as soon as I get the "tech discovered" message, it's a "standard" ruin, not one of your "dud" ones?
Then - how big is the chance that I get a tech I already have - with 3 ruins @ turn 40? Atm., it looks like ruins aren't working at all, but I'll check some more ...