With colonizer they can continuously settle more colonies, which amplifies their cheating bonus.
marigoldran
But Colonizer means they can continuously cheat. It's one of the most OP abilities, up there with Xenophobic.
Did it once and they had 60 colonies by turn 35. Yeah, the AI's better.
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.
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.
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
Haven't played in a year. Might look to jump back in. Is the AI more competent?
Anyone? Bueller? Bueller? Bueller? Bueller?
So the AI can expand more?
[From the Stanford link above] Unsurprisingly, there's a neural network at the core of things. The neural network <span id="MathJax-Element-1-Fra
https://web.stanford.edu/~surag/posts/alphazero.html Stanford replicating the results with Othello.
https://en.chessbase.com/post/alpha-zero-comparing-orang-utans-and-apples https://www.youtube.com/watch?v=jpkeAQG6kQw [The music in the second link provides the appropriate setting to properly read the article in the first link].
https://www.youtube.com/watch?v=aircAruvnKk&t=987s Neural Networks for dummies. [I learn everything from Youtube].
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).
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
On God-like difficulty, you don't have a choice if your intent is to win.
Change the carrier class to capital and they work just fine. I suspect if you use them as "support" they don't do anything.
People will leave as they lose so there has to be a mechanic that lets other people step into their shoes.
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
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.
Those fleets have a 500 to 1 damage ratio against maxed out enemy fleets. They take two points of hull damage for every 1000 points of damage inflicted.
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.
Yeah. You get a +350% net gain on research and production for one trait. It's like you get AI bonuses at godlike.
Bugged? OP? Anyone?
Ignore. Double post. Er, how do you do attachments?