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Old June 18th, 2001, 10:10 PM
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Default Re: AI needs to be MUCH more aggressive

The AI build files should also include the ability to respond to enemy designs. The game already allows tracking of other race's technology; it should be straightforward to include certain areas in the AI state. For instance, if an enemy has seeker or fighter tech, change AI state to "war_seekers" and build ships with extra PD. The problem here is when multiple enemies are encountered, each with different weapon mixes; in that case, the AI would have to be able to build different sets of ships at appropriate locations. I have no idea how to script that within the current framework.

As for pressing an attack, I've seen the AI be very persistent with attacking border systems. Unfortunately, I've never given the AI a chance to extend its attack, because I haven't given up a system (yet). However, I agree that the first order of business for an AI at war should be sending a fleet to my closest known planet, glassing/invading that planet, and then exploring the warp points in that system to find the next planet. I think one of the reasons the AI isn't doing that now is that other ministers pre-empt fleet orders, so that a given fleet is ordered to attack one location, and then the next turn is ordered elsewhere to respond to some other "crisis" that would be better met by either creating another fleet or redirecting a different fleet. As others have said, the AI needs to "remember" from turn to turn what it's objectives are, and what fleets are responding to that objective.
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