So ships gettign 40 moves per turn is not something the AI has been designed to deal with. |
Ships moving at 20+ moves per turn is not how it was designed to be played. |
Chess AI is only possible because the moves the pieces make are so limited. In GalCiv, it's bad enough that nearly every piece is essentially a king with N moves. But if you give the king 40 moves then any sort of AI strategy goes right out the door. |
I took those first two quotes to back up the statement I'm about to make on the third. It's not true that
any AI strategy goes out the door, just the one you have designed. I don't disagree, that in this case, it would be best to nerf engines hardcore. However, when calculating strategic decisions based on possible moves, in the case of ships being at 20 to 50 some speeds, it could be done by an area of overlap algorithm. A single turn for a ship can be calculated by a circle with a radius of the speed, and for arguments sake, all likely moves in consecutive turns could just have a radius of turn N *speed. Then it's quite possible for the AI to see likely targets when multiple ships from different positions overlap areas.
-But it still doesn't solve the problem when ships can cover the whole galaxy in like 2 turns
-It still doesn't stop the 1 turn wars
-It still makes giving the AI the ability to match the speed improbable
So the only logical conclusion is to nerf those engines

.
Also, just a thought, but wouldn't an engine with horsepower X move a tiny ship of mass N much faster than a massive ship of mass 100N? Maybe the solution lies in inertia?