marigoldran

marigoldran

Joined Member # 5438169
0 Posts 11 Replies 1,807 Reputation

It's a way to get around the early game synthetic population problem that blocks expansion. Point is: if a synthetic gets to expand to 30 colonies, they win. My research and social production is second or third place on a gigantic map with 14 civs at "Incredible" difficulty on turn 30. 100% tax rate, 100% morale. Factories on almost every tile. No need for farms, etc. etc. Nothing else comes close to this.

8 Replies 57,269 Views

That's why you get your pop from expanding. With a colony ship caring 3 pop, that's an extra 3.5 pop every colonization. If it's carrying 6 pop, it's an extra 5 pop/ colonization. Once available colonies run out, get Extreme Colonization. You only need Durantium and Promotheon in the mid-late game.

8 Replies 57,269 Views

Synthetic + Prolific + Xenophobic. Start with colony ship. Getting pop early for synthetic is difficult as you literally have to build your pop. However, you don't have to worry about pop cap or farming or morale. Like you can put 8 billion people on a class 4 planet and it's perfectly fine as synthetic. Prolific provides +50% population upon settling. So: put two colony modules on a colony ship (6 pop) and settle some random planet and get +3 pop

8 Replies 57,269 Views

If you want to make the AI smarter, you have to make the game dumber. This is truth, because most of the AI today requires scripting. And scripting for dumb tasks is much easier than scripting for complex ones. If you actually want smart AI that can handle complex features you need neural networks and back-propagation (i.e. guess and check).

98 Replies 611,555 Views

Instead of scripting the AI to do shi-, we would instead provide the AI with a set of "win conditions" and "values" and have it play against itself and re-evaluate its strategies based on its results. Obviously not for this game, but for future games, it's definitely something to look at. Why are humans good at strategy? In part, because we know what to ignore. And focus instead on the relevant details. The AI in this open-ended game is probably t

4 Replies 31,054 Views

How about completely get rid of the food system and just let every planet grow to planet cap size? At the same time, nerf prolific and make the ratio of pop to production at 2 to 1 (2 pop for 1 point of raw production). This will automatically make the AI better in relation to the player. And it gets rid of a tedious clunky mechanic no one particularly likes. Also, buff synthetics. Provide an "auto-manufacture population" command (so I don't have to cons

98 Replies 611,555 Views

Get Pragmatic Ideology 1. "No declare war for 50 turns." I call it the "invincibility bubble." Turn it on at turn 30 or 40 or whenever you feel like they're about to declare on you And then boom up economically.

10 Replies 50,289 Views

With Xenophobic I can finish the tech tree by turn 100. And by turn 150 I have superfleets with a huge carrier, all support modules covered (jamming, kinetic accelerator, kinetic range, extra moves, more tactical speed, kinetic defense support, point defense support, missile defense support), and 3 other huge ships in the fleet with an attack strength of 800 kinetic.

10 Replies 50,289 Views