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  #751  
Old September 22nd, 2003, 03:27 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
So. As you have asked input, here you are.

....
So, perhaps you could consider improving the efficiency of Replicant Centers or decrease the researches needed to be able to build them? (You need level 4 in Organinc Engineering and Organinc Manipulation for now) Maybe a second level for this facility, "creating" 2 million workers each turn, could be made? (Especially if you increase the basic reproduction rates)

...
You will see the major benefit of RC when you capture the alien planet with other atmosphere breathers. If it is a fringe colony with few people, you would pay anything to have RC
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  #752  
Old September 22nd, 2003, 03:44 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Firstly, the reproduction/ER increase costs. I will do a few calculations for different possible values for reaching, say, +20% in reproduction. You will have to choose then.

As for the Organic Facilities, I have to admit I am myself not fond of this trait, so I am not in a position to really speak about the other organic facilities. Nonetheless, you seem to make a point as Organic facilities are a bit improved if these facilities suit your playstyle.

I would support the reduction of the research requirements for the Replicant Centers, but not the actual improvement of the Replicant Center (contrary to what I wrote in my Last post), because I also thought of another factor. +20 million inhabitants a year is fine enough (for me at least) on well populated planets, but this would be a problem with planets much less populated. I find it quite strange when your tiny moon is "producing" 20 million settlers each year while it is only populated by 3 millions. And as you cannot restrict the use of a given facility, then reducing the requirements would be easier.

Sure Oleg, if you are patient enough that is to "develop" the number of this population. (Requiring micromanagement to put one million of these settlers to each planet with a Replicant Center, to increase the "creation" rates) Then it would be useful indeed. I have to admit I would prefer to use Atmosphere Converters, but that is merely a matter of taste. (Or that is because of my own silliness) Good point.
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  #753  
Old September 22nd, 2003, 05:06 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
quote:
Originally posted by JLS:
quote:
Originally posted by Grand Lord Vito:
Also can you explain the planet value system a little more in depth.

Thanks
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.

How do you "Interpret the AI perceptions on some PV applications and AI scenarios."

Please picture this if you will. One human and One AI player are close with three systems dividing you two.

Systems:
(A) Human Players Rock Home World (YOU GLV)
\
(B) (YOU CLAIM) With one 130% empty HUGE OPTIMAL- Mineral ICE Planet, you have already colonized (or not) most of the Rock planets worth Colonizing here.
/
(C) Theoretical No-Mans Land, with a full Asteroid belt.(BOTH CLAIM - or not)
\
(D) (AI Claimed) Sparse and terrible non-GAS Planets however it does have one 99% mineral large ICE Planet.
/
(E) AI Players Home Gas World

Ok, now you guys have enjoyed this great agreement of Military and friendship for many years.

Until on this day; the AI Player achieves ICE Colonization and as a result of the [AI_Planet_Types file]* demands this AI Player to go for the (B) 130% Mineral ICE Planet; by passing >(D) 99% mineral ICE Planet
{We all have seen this; with the AI going to the boonies to Coloize, in our games}.

Now this really gets you up set
and you start to demand thru diplomacy; that you want that (B)130% ICE Planet,
but nooow >the AI Player says up yours
so you keep demanding he keeps saying nooow >up yours
until one of you breaks the Agreements, not necessarily war but that could be the option as well.

You now have the advantage of a powerful assault fleet.
Catching this trusting AI Player, that may have only been in the Infrastructure or Not Connected AI States… Hmmm, then again if you noticed extra BSY’s being built by him in the recent; just maybe he was Preparing for the attack on you.

Anyway, you take the (B) 130% ICE Planet out (WACK –20% PV) right from the top and across the board this planet is now at minerals 104%. Then (WHAM –20% PV) he now just took you out. Planet now at 83% mineral PV…

“Hey wait a minute”; this AI Player Says to him self. “never mind”, I actually like the >(D) 99% mineral ICE Planet better now.
Also since (B)Planets Value is now below 100%, the AI Player may just move on to the next Item on the AI_Planet_Types file; certainly that planet is no longer a consideration for that AI in respects to a Mineral Colony.

So all is now happy ever after and you guys make up… Until you attack him again GLV, you blood thirsty warmongering (bleep)
- - - -

Basically, in a lot of peaceful scenarios the AI will be come less insistent as the desirability of Planets PV is decreased. They’re by less likely for the AI Players to commit its assets in Systems he cannot efficiently reach or fight over with any realistic strength; wave after wave or again and again.

Also to note: If the AI is in the Neg of any resource, his next Colony will be most likely will be the Closest Planet; regardless of the PV for that Resource. This explains why the AI builds Mining Colonies on Min 40*Orgs 123*Rads 132. Then you say why did the AI build Mining Facilities here; I would have made this a RAD Colony... Dumb AI
You, not knowing the AI Player needed minerals; because you just took all his >in that Last Offer Trade of AI's 100000 mins for your 80001 Rads that {one way trade} resulted in the AIs now scraping and scurrying to recover from deficits.

= = = = = = = =

Reference

Se4 Default AI_Planet_Types file

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Planet Type := Mining Colony
Max Per System := 100
Percent of Colonies := 100
Minimum Planet Size for Type := Medium
Mineral Value := 101
Organics Value := 1
Radioactives Value := 1
Maximum Total in Empire := 2

AI State := Exploration, Infrastructure, Prepare for Attack, Attack, Secure Holdings After Attack, Incursion, Prepare for Defense, Defend (Short Term), Defend (Long Term)
Planet Type := Mining Colony
Max Per System := 100
Percent of Colonies := 35
Minimum Planet Size for Type := Small
Mineral Value := 101
Organics Value := 1
Radioactives Value := 1
Maximum Total in Empire := 0

AI State := Not Connected
Planet Type := Mining Colony
Max Per System := 100
Percent of Colonies := 50
Minimum Planet Size for Type := Small
Mineral Value := 101
Organics Value := 0
Radioactives Value := 0
Maximum Total in Empire := 0

Or just in the Neg for Minerals

AIC Settings
Planet Value Percent Loss After Owner Death := 20

[ September 22, 2003, 23:53: Message edited by: JLS ]
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  #754  
Old September 22nd, 2003, 06:34 PM
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Default Re: AI Campaign => For a Challenging AI opponent

As for descriptions, I would still believe to add the values or perhaps even a description highlighting how efficient the reproduction is. (For instance, a "small mechanoid assistance during childbirth" for the weakest facility to something like "promotes the use of Genetics to drastically improve the reproduction and the fertility in this system" or something around these lines.)

The point would be to give the player an idea on how efficient these Cultural Centers are in improving the reproduction rates, so that he/she will decide whether to build another facility (with a better value) or not. Sadly, SE:IV keeps on saying that "You already have a facility in this system with similar abilities", even if this facility is outdated compared to the one you would like to build. And for obvious reasons, you cannot destroy your Cultural Centers to see their importance during an actual game. (Except if you DO want a challenge that is)
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  #755  
Old September 22nd, 2003, 07:09 PM

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Default Re: AI Campaign => For a Challenging AI opponent

You are correct, we should add the Values to the CC description
Consider it done for AIC 4.0

[ September 22, 2003, 18:15: Message edited by: JLS ]
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  #756  
Old September 22nd, 2003, 07:32 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Alneyan:
Firstly, the reproduction/ER increase costs. I will do a few calculations for different possible values for reaching, say, +20% in reproduction. You will have to choose then.

I would support the reduction of the research requirements for the Replicant Centers, but not the actual improvement of the Replicant Center (contrary to what I wrote in my Last post), because I also thought of another factor. +20 million inhabitants a year is fine enough (for me at least) on well populated planets
Agreed

10 Pop as a start is not really that bad either.
Certainly, much more Pop for an advanced Urban Center construction.
Even Hundreds of Pop for as an Industrial Planet with a Shipyard to be more effective then a BSY's.

[ September 22, 2003, 18:39: Message edited by: JLS ]
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  #757  
Old September 22nd, 2003, 08:20 PM
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Default Re: AI Campaign => For a Challenging AI opponent

What do you mean by?

Quote:
Originally posted by JLS:

Certainly, much more Pop for an advanced Urban Center construction.
I am not sure I get your meaning. Do you mean a Replicant Center is more effective on a well populated world, or the contrary? Or something else completely different?
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  #758  
Old September 22nd, 2003, 08:28 PM

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Default Re: AI Campaign => For a Challenging AI opponent

Actually, I may of missunderstood you, I thought we were past the RC and you meant you would be happy at 20m POP?

And with that I started babbeling

[ September 22, 2003, 19:29: Message edited by: JLS ]
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  #759  
Old September 22nd, 2003, 08:31 PM
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Default Re: AI Campaign => For a Challenging AI opponent

I did say so a few Posts ago, but I changed my mind afterwards for the reason you mentioned and my Last point. I will be happy with less tech requirements for this facility. (If I play an Organic race that is. )

Oh, I see where the problem was, I said 20 millions is fine for well populated planets, but not for much smaller ones. I believe it was the reason for the misunderstanding.

[ September 22, 2003, 19:33: Message edited by: Alneyan ]
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  #760  
Old September 22nd, 2003, 08:42 PM

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Default Re: AI Campaign => For a Challenging AI opponent

As a proposal, as I said; I agree and that it may be time to drop the RC tech req.

However, there are Players that may feel that this is too much to give the Organic Races…

Best not to get stuck on this
When Races where rebalanced from 2.xx going into and for v3.00 many players at that time, was concerned that I gave Planet Lore 1-3 to the Organics just to seal a deal that kept most happy

Therefore, this gave way to Psychic Intel to the Psychics and Creatation ot the Temporal BSY.
Then a few months latter the Crystalline felt slighted and the compromise was a Crystal Rad improvement Plant, that may really only help in Finite play and some resource trading, and since then it has been quite, until as I say the Temporals now may want more


[ September 22, 2003, 20:27: Message edited by: JLS ]
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