4 of the top 5 have over 45 colonies. The Krogan are on 38 colonies (the only one of the top five that doesn't have over 45 colonies). Turn 66, currently on 62 colonies and expanding. No deficit. 15th place overall. Mind you, though, the score is misleading because it's based on industrial production. Still, I'm not even in first on population, and due to the AI bonuses I'm significantly behind in raw production. This
marigoldran
And exactly how do you determine what the proper amount of tech and ships are?
[quote who="Larsenex" reply="18" id="3581817"] This thread is screaming for a lock. Seriously Ronnie if you think you can do better, please do so. I am seriously enjoying the game but seems some folks are always unhappy. You all need to stop implying that the folks at stardock made a concsious choice to delivery what you feel is a poor ai. They did not. and further more it is not (a poor ai). <br
"Even with the current checks you have placed on colonization, some AIs are expanding too rapidly. Within the first 150 turns I was only able to grab half of one large cluster, while the Iconians (by geographic chance) had taken 3 large clusters and most of the relics around them by that time. Expansion ought to be something that is carefully considered even within a cluster and difficult without." ........................................................................
[quote who="naselus" reply="280" id="3581676"] ... If you've set them all to Expansionists, then they shouldn't be able to build mining starbases at all until turn 50 with the other mod in place. There's no weights for constructors - just colony ships and a very small chance of scouts (for difficulties where the AI can't see the map). Are you sure you've set it up right? [e digicons]:P[/e] [/quote] Uh, I don't know. I pu
Now if the Reapers would build twenty transports with some medium hulled escort and send them in my direction I'm f-ed. They're out-producing everyone by 2x with twice the power score. But the AI is not smart enough to do that. Hohohhohohohhohohohoho. Turn 55, with 45 colonies and growing. No deficit and morale is 100% (thank you Krynn temples). The AI LOVES building mining starbases. Every AI has 20+ colonies at t
Krynn temples, by the way, are the most amazing things ever.
It works.
I'm looking at their exponentially growing raw production numbers and I think they'll be fine. Even if their economy crashes for a turn or two, they'll generate so much money on the 100% money turns they can fund their economy for 10 or more turns before another one of those episodes. It'll actually do a pretty good job of mirroring the US economy (which goes through these boom bust cycles every once in a while). The second place AI's raw product
I think the AI gets free money every 10 turns on god-like. They also get these weird bonuses like credits per turn bonus multiplier 2x. Which ironically enough might backfire horribly, now that I think about it. Still, as long as they build 2 marketplaces on every colony, they should be fine with all of their massive bonuses.
Do you know of any ways to teach the AI to expand AND scout with its colony ships? I like your tech research modifiers. Was that an easy change to make or did you have to do each one individually? The extra starbase cost is another one I like. The problem though is you'll have to teach the AI not to spam too many starbases otherwise it'll crash its own economy. I'd change the starbase cost to apply ONLY to economic modules. Minin
[quote who="BuckGodot" reply="269" id="3581625"] Quoting goffries, reply 268 Is it realistic for me to be 92 turns into a new game and the Thalan's have 45 colonies?? marigoldran has reached through the intrawebs and has taken over the Thalan on your computer! [e digicons]8C[/e] <br
The Marigold strategy for God-like AI WORKS. Turn 43 and I'm on 33 colonies. The top AI (Turian Hierarchy) has 34 colonies. The Reapers and Collectors are both in the high 20-ish colony territory and in 2nd and 3rd place. I'm in 12th place (middle of the pack). The Colonizer Nerf really hurt. Yeah. This might actually start becoming a challenge. Now if only later game AI could be competent. Not that I've had any e
It's not the factory that slows them down. It's the bad factory WITH the fact their population can't grow normally.
Making the AI economically proficient should be one of the EASIER things to program than AI war tactics. Right? Most of it's just finding the right balance of specialized planets. On the specialized planets, building is very simple: you build all of one type of building with 2 farms and a colonial hospital.
[quote who="Turkwise" reply="9" id="3581471"] One reply = " there's a market for this!" You're always entertaining, marigoldran. [e digicons]:grin:[/e] However, I admit there is a lot about this game I don't like, and it's painful because there's so much about the game I do like. I haven't played very much since 1.0 released. I could deal with silliness and blatant imbalances in beta, but I feel lik
Oooooooooooooooo.
[quote who="AlLanMandragoran" reply="5" id="3581393"] Marigoldran, I hereby formally request that you change professions and start writing AI code. GC3 would be a great place to start your new career! Just don't write the code in all caps. [e digicons]:beer:[/e] [/quote] I might consider it. Looking for some other hobby besides stock trading. Exactly how do you program AI?
Stardock, are you paying attention? There's a market for this out there.
And by better AI, I mean an AI that can beat or at least challenge the human WITHOUT using bonuses. An AI that can manage the economy correctly, can war competently and respond to galactic conditions and galaxy sizes, such as for example teaming together to take down a runaway civilization or expanding faster in the early game on larger galaxies or playing competently in the late game.
Actually, vanilla is much more inflexible since all you should be doing is to build colony ships. Now you actually have to think whether or not you should expand.
[quote who="Petri Kokko" reply="75" id="3581233"] naselus: This is a more expensive and difficult option by far. It requires adding entire AI modules to the game, which are not glamorous Icemaniaa: They also supported me by opening up some other areas to Modding. Combining your observations one approach to the AI problem could be to use the commu
[quote who="Icemaniaa" reply="73" id="3581224"] As far as I'm concerned naselus you are making an extremely valuable contribution to the community which merits recognition. I remember posting in similar detail about the Distant Worlds AI. At one point I even joked about throwing my laptop out of the window in frustration, the developer responded by encouraging more discussion rather than being defensive, and the various community contributions led to literally dozens of c
In Civ IV, the tax/research slider was for ALL cities. Also, there was less percent multipliers. The most you could get in the early game was a library, giving a +25% research multiplier to the city. THE GAL CIV III ECONOMIC MODEL IS TOTALLY DIFFERENT. Not only can you have a separate slider for each planet, but from turn 1 it's possible to build MULTIPLE +25% research multipliers per planet AND surround it with starbases that provide multipliers to RAW PR
The problem with GC3 is EXPONENTIAL GROWTH. Thanks to the way the economic system works, the percent multipliers from starbases, population, tech, and buildings can make planets 100x or even 1000x more productive than before. Consequently, giving the AI flat production bonuses will lead to either: 1. You gave the AI TOO MUCH ECONOMIC BONUSES, which means the human can never catch up and the game is no fun. 2. You gave the AI TOO LITTLE EC