- It's still not capable of decent techtrading. Forcing you to play without techtrading enabled, which imo doesn't leave much left of the diplomacy part in this game.
|
I try not to exploit it too much. Particularly when I have a load of diplomacy and they don't/
- The evaluation and calculation of military might is way off. So called very powerfull civs are not that much of a challenge when you start actually fighting them. Things like speed and logistics should be taking into account when evaluating military might.
|
Agreed. A ton of defender ships with 0 speed does not mean you have a strong military!!!
- The AI doesn't seem to valuate diplomacy techs that much. Making it easy to become an ultimate techbroker, even on the harder settings: just trade everything except for the diplomacy techs.
|
Agreed. Diplomacy rules and the computer undervalues it like crazy, to the extent that even if I'm the evil dregin going for conquest victory, my diplomacy skills are still Godlike compared to theirs...
- The AI is focussing way too much on building embasies instead of researching influence techs. Making itself
unneccessary vulnerable. Too many times I've conquered planets with 7+ embassies but with nearly any research, economy or production centers on it..
|
People have complained about this, I looked closely at my last game and it appears to be true. While it was true I had powerful influence, planets far far away from the border were at no danger at all , so why build 4-7 embassies?
This is at tough, so no bonuses for them
[Quote]
- The AI doesn't seem to valuate speed enough. I can always outmanouvre it's fleets, my fast constuctors always win the race for mining resources and I have never been surpised by a lightning attack from the AI.
Definitely! It's not just race for resources, it's for everything. Speed kills! If AI values speed more, I suspect, the game will become a lot tougher.
-The AI isn't very good at conducting war by taking into account speed.
When my ship out ranges his because of speed, and closes in for the kill, he should attack me, rather than sit there and wait for me to come attack him. If he attacks me first, the advantage of the first strike might how ever unlikely let him win, certainly if he doesn't attack me, the very next turn i will win 100%.
It's still way too easy to slip in and destory transports them move out of range of the nearby escouts. It's kind of like playing chess really, taking into account speeds and moving according...
Some of these might be computationally expense, taking into account speed of nearby ships, but 1.2 is supposed to offer the option to give them resources to calculate ....