Petri Kokko is basically right. 1. Better AI specialization of planets + Control Group of planets for the production wheel. The production wheel is currently ALL or ONE. Instead, allow players and ALSO THE AI to make control groups of planets, allowing the adjustment of the production wheel for all members of that control group. This will help with AI specialization and planning tremendously AND cut down on micro. AI research worlds for ex
marigoldran
Most of the game on the medium sized maps roughly boils down to where I can get 6 colonies (or 8 depending on if I use the constructor into colony ship trick) by turn 15. On games where I can it's basically an auto win even with no tech trading. In games that I can't it becomes more difficult (but not that hard with Thalan tech). Malevolence invasion line + Thalan tech is the key on those maps. On average I can wipe out two AI capitols with tha
Ok, I'll give 1.2 with Naselus's mod a go later this weekend. Even with his massive nerfs to my playstyle (for example changing LEP to -0.2 money/planet and nerfing Thalan Hives and Colonizer) due to his mod I'm finding in the prior versions that the AI still can't match what I'm doing on suicidal. However, I haven't tried 1.2 yet. Will play the game on a medium map first, then Insane next. Will let you know the results.
Personally I don't understand what your definition of "exploitative" is. I'm just using your standard game features like Ideology, Ship Designer, or Thalan tech. I have time this weekend and if you have time to learn something let me teach you a thing or two in a multiplayer game. Set me up against the AI on a standard map and watch the game. Heck, you don't even have to watch it as I play... just look at a review of the game later.
50 turns for taking over half the galaxy, which is effectively a win condition. I don't bother continuing at that point because it would just be mop up. Is there a way to create a multiplayer game where I play against the AI on a medium map with standard number of races, common/common and you can watch or something? I know you're busy, but just by watching me play you can learn a lot more than looking at the chumps on the metaverse. This is a boast, but I can back
Paradox Interactive has two of the top 10 user-rated games on Metacritic right now with Cities: Skylines and Pillars of Eternity (which I have). And EU 4 was another major hit back in 2013. Hrrmmmmmmm.
Europa Universalis 4 is CRUSHING its competitors on Meta-critic. Perhaps I will switch to it.
The 5% upgrade for higher versions of the same building remains a huge nerf on the AI since only the AI is dumb enough to upgrade those things before filling up their worlds with the level 1 buildings. The progression should be +10% initially, with a +10% boost on each upgrade. Slows the game down early on but that's fine. No one plays Insane maps unless they're prepared for a long stay. The initial colony phase expansion is fun. The pro
Is there a way to change starbase bonuses and make them less important, while making adjacency bonuses on planets more important? An economic starbase increases RAW PRODUCTION by 10%. That's HUGE and a large reason behind why people spam starbases. In the meantime, increase the maintenance costs of starbases DRAMATICALLY so people will have to think whether they should a starbase or not. Finally, increase the manufacturing costs of buildings AND increa
1. Large Diplomatic Penalties are pieces of crap. It doesn't actually change AI economic behavior. The AI is INCAPABLE of preparing for war. It can only begin war preparations AFTER declaration. 2. That's why you station transports next to their planets BEFORE DECLARATION OF WAR. (Duh). Clearly you have not thought of this. Upon declaration of war, you invade all of their planets in one go. 3. AI evaluation sc
1. Gang up on a dominant player that is obviously a warmonger. 2. Respond to random floating transports in their zone of influence. 3. AI analysis algorithms are badly flawed. It responds to CURRENT MILITARY STRENGTH, which is totally wrong because what matters more is INDUSTRIAL/RAW PRODUCTION. 4. AI should build up fleets PRIOR to declaration of war and send those fleets out at you immediately post-declaration. <p
So why isn't Brad writing more scripts for the AI? Or at least providing tools for modders to write more scripts for the AI? From a consumer standpoint, it's all the same to us. Does the product work, or does it not work? That's the only thing that matters to the end user.
Right? The developers are too focused on AI tactical issues. I believe this is misguided. Tactics don't matter if your strategy is flawed, as the Bush administration discovered in Iraq.
Consequently, the term "Artificial Intelligence" is a misnomer because the "AI" is barely able to react to anything the human does. The "AI" needs to be able to respond to human strategy, map size, and galaxy circumstances and politics. Otherwise it's not an AI. A better term would be "AD" (Artificial Dummy).
[quote who="Frogboy" reply="29" id="3580264"] Quoting MottiKhan, reply 21 Quoting Frogboy, reply 19 Full dis
[quote who="Lord_of_Void" reply="48" id="3580576"] Quoting Nilfiry, reply 43 These settings are begging for culture flip. You should not get to that point so quickly - In the couple of games I tried this setup the AIs always went berserk declaring war left a
[quote who="wpkelley41" reply="44" id="3580511"] Has anyone looked at the Map Editor as a possible game changer? I'm currently making an insane map and giving the computer factions that I WANT to be great the obvious advantages. I'm tracking number of planets, and more importantly, number of tiles per cluster. Then I'm placing the better computer factions strategically in those clusters. Lol, I'm getting into creating challenging maps the way many get into ship building.
[quote who="Lord_of_Void" reply="41" id="3580423"] Quoting marigoldran, reply 39 The problem is I crush the AI LONG before turn 100. I mean, most of my games end on turn 50 when I'm like "ok the rest is just mop up, time to do something else." As I see it, if you haven't won by turn 100 you've done
The problem is I crush the AI LONG before turn 100. I mean, most of my games end on turn 50 when I'm like "ok the rest is just mop up, time to do something else." As I see it, if you haven't won by turn 100 you've done something wrong. As long as I can colonize up to 6-8 planets I've won the game.
How about we make a list of all the things we can't do and not do it? 1. No Thalan Tech. Both sides must play with BASIC races. 2. No early constructor to colony ship trick. In fact, no ship upgrading at all. 3. No Malevolence Invasion Line or Benevolence Research Line. 4. No Death Furnace. 5. No carriers. 6. Everyone must use default ship designs.
The clickfest MIGHT be tolerable if at the end of it you're rewarded with a challenging AI. Think of World of Warcraft: it's a giant click fest too. Now imagine World of Warcraft except that anyone can one-shot an enemy AFTER clicking a button 100 turns. That's sort of where Gal Civ III is right now.
There isn't anything obvious I can blatantly abuse... Will think of a plan at some point.... Shucks. I'll test it this weekend. The passion (OH MY GOD THIS IS SUCH AN OBVIOUS DESIGN FLAW I CAN DRIVE A TRUCK THROUGH IT) isn't there in large part because I can't think of any obvious design flaws right now.
Up for a game this weekend? Friday evening, around 10 pm US EST?
Most of the people who comment regularly on the AI appears to be of one mind: 1. The AI needs to learn how to specialize and to learn to leverage the massive bonuses that it gets. 2. The AI either needs to learn how to expand faster or the game mechanics need to be changed to limit the rate of human expansion. 3. The AI needs to learn when it can fight wars, and when it can't. And it needs to stop doing all of those stupid things mentioned above (
I was talking to Naselus the other day about giving the AI more bonuses to make it more difficult. Naselus said that it won't work because the AI DOESN'T KNOW how to utilize the bonuses that it gets.