I'm well into a sizeable mod for GC2 and play-testing has shown some problems with the Ai with regards to extensive improvement/tech changes.
Firstly the AI doesn't seem to evaluate different output. That is, it's happy with one upgradeable type of building, but not multiple options. For example, if a modded starport puts out industry which is less than a pure industrial building, it'll merrily drop starports on industry bonuses. The same is true for most output with related bonus tiles - if the AI is presented with improvemenst with different values, regardless of whether one is clearly better than another, it seems to randomly decide which to stick on a bonus tile. The only fix I've come up with is to try to keep the number of improvements of particular types to a minimum. So one moprale building, one industry building, one research building etc. Sound familiar?
The AI value for improvements doesn't seem to have much impact on this either.
This limits the value/fun of having different improvements along different tech paths. The AI isn't flexible and is used to the standard layout of the original game.
Further, the AI seems to ignore building Super Projects and Trade Goods that don't have an internal name they recognise from the original game. Not consistently - sometimes they might build one or two "new" types early in the game, but in fact they very quickly give up on this and nearly all social building once militarisation occurs. As a consequence the AI's infrastructure just can't keep up with the players. They're still relying on those core industry and research buildings for production weight, and economy, morale, population and influence all suffer as a consequence. They miss out on all the other benefits associated with other improvements. Again, this may be an issue of not "recognising" modded improvements, and not dealing well with many options.
The AI also struggles with modified starbase modules. It was never any good at upgrading starbases anyway, and now there's a whole new selection of modules it pretty much ignores them completely. Except mining starbases, which it loves and hugs and cuddles
Regardless of all this, the AI is clearly obssessed with military production, followed by research. Everything else is ignored, and social production just stops once it feels capable of putting out troop ships on a regular basis.
The AI doesn't currently support mods to improvements atm, so techs that open up new improvements are also fairly useless. Don't get me wrong - the empire building part of me loves modding, but the AI cannot present a challenge in its current state.
Has anyone got any suggestions on how to make improvement modding work with the AI?
Cheers for reading.