I spam factories on the planet initially. During that time I send a constructor to the planet from another shipyard. That new shipyard begins spamming new colony ships. Colonizer + Prolific now.
marigoldran
It doesn't matter what strategies you program into the AI if its evaluation system prioritizes ALL OF THE WRONG THINGS. For example, if a chess computer thinks a queen is more valuable than a knight, it will lose every single time because it will try to trade its queen for knights. 1. Raw production is worth a lot more than anything else in the game. 2. Influence is pretty much worthless. 3. Population and rate of popula
I vote for CONTROL GROUPS of planets, and the current wheel as it is, but that can be adjusted for different control groups instead of for all planets or one.
Naselus is nerfing adjacency bonuses massively. Which is a pretty good idea.
Colonizer is still too powerful. Change it to +40%. As it stands now, Colonizer doubles the productive power of your early game colonies. And it's a PERMANENT BUFF. Or keep colonizer as it is but make it so it can't rush buy shipyards.
I CAN STILL DO ANOMALY CHEESE.
Once the developers make a control group for economy, they can also extend the concept and make control groups for shipyards.
[quote who="MacsenLP" reply="12" id="3576327"] I don't absolutely hate marigoldran's proposal but how would you show which planets are in what group at a glance on the tactical map and planet list? I think it has similarities with the proposal I made in one of eviators threads I've copied and posted it below with some tiny additional thoughts. My groups or "focuses" have set amounts of % production for manufacturing/research/wealth and could be more easily display
Oh shi-. I don't like you. You're not my friend anymore. [e digicons]>:([/e] [e digicons]>:([/e] [e digicons]>:([/e] [e digicons]>:([/e]
So mean. [e digicons]X([/e] [e digicons]X([/e] [e digicons]X([/e] [e digicons]X([/e] [e digicons]X([/e]
Oh yeah, if you run out of money, the game will automatically set your economic slider to all wealth. When that happens, just turn the slider back to whatever state it should be in on the next turn.
If you know how to, customize your race and get the "Patriotic" super-trait and the "Colonizer" super-trait. And in the customization options get Fast +2 and military production +20% to build faster moving ships. That's all. WITH THESE TRAITS (which might be overkill already), FOLLOW MY DIRECTIONS AND YOU DON'T NEED BUILDINGS ON YOUR PLANETS.
Oh yeah, one other thing: You start with 5000 money. Starting from turn 1, RUSH BUY COLONY SHIPS FROM EVERY SHIPYARD UNTIL YOUR MONEY GOES UNDER 500. THIS WILL DRAMATICALLY SPEED THINGS UP. FOR IDEOLOGY, GRAB ALL BENEVOLENCE (THE RESEARCH LINE AT THE BOTTOM). GET NO OTHER IDEOLOGIES UNTIL YOU HAVE GOTTEN THAT RESEARCH LINE OF BENEVOLENCE FILLED. THIS STEP WILL ALSO SPEED THINGS UP LATER. IF YOU ACCIDENTALLY START RESEARCHING,
What you're probably trying to do is to try and mess it up. I guarantee you: that will be difficult to do. Even the AI (probably) couldn't mess up with these directions. At the end of the initial 30 turns, let me know how many colonies you got and what your map settings where and difficulty (which I'm assuming is normal, standard map size, number of planets, etc. etc. Correct me if I'm wrong).
Is that an insult? I'm absolute... ooooooooo. Mezame is actually really good battle music.
[quote who="janhardo" reply="15" id="3576262"] I look now..it are 15 colonies ..all set on Economic stimulans to get rid of the condition to build something all the time on a colony. I try to get a annexed colony back and i did it ..automatically ? Now i spread out (by exploring)( i try ) from the homeworld a lot of constructors... taking mining positions and militair enforcment positions, because i did not much with the constructors till the enemy ca
So I guess that makes both of us geniuses. Happy?
Yes, but until that happens I'd like the AI to be somewhat competent by giving them bonuses. I'm sort of curious as to how many bonuses I have to give to the AI before it can compete.
Yes, and with this new thread that I made I have presented the solution to your troubles. Others propose the problem. I propose the solution. After a while, everyone else eventually agrees that I'm right. And 6 months after that the developers will agree that I am, in fact, a strategic genius, and code it in.
Only in the beginning. In the late game God knows what I can produce.
I mean, beyond that. It needs help BEYOND God-like. Which files do I mod?
That too.
The AI needs more help.
Oops double post. Ignore one of the threads.
For example, if I can group planets into different control groups (Control Group 1, 2, 3, etc) and change the production wheel of each GROUP of planets it would save a TREMENDOUS amount of time in micro management. The problem right now with the production wheel is that it's ALL or ONE. So as a result to optimize play I have to change each planet's production wheel separately depending on the planet type. I'd much rather be able to just change the produc