so how suicidel is suicidel?

i decided to play 1 game at suicidel, tiny map, everything on rare and 1 opponont, the terrans.
with trading and stuff i was able to keep them as friends or atleast out of war.
i was just testing the korx trading ability and so i skipped like 5 years ahead just to see how much money i would make with trading.
than i checked to see how the terrans were doing.

i thought the suicidel gave the AI 200% of everything, but its a bit more.
i disabled everything on 1 planet with spies cept for there colony and shipyard. still they had around 72 or 78 militairy points and 70 research and 72 or 78 or something like that on that other thingy (just woke up lol)

another of there planets had like 7 of the best factory's + a factory capilital, it had just over 1300 militairy points.
1 factory added around 80 militairy points (without factory capital), while it should add about 12.
he had no economic starbases, he could have had a production bonus in his civ ability, but thats usually about 50%.
how do they get sooooo much?
3,772 views 4 replies
Reply #1 Top
I am pretty sure Suicidal includes a 300% bonus in most areas.
Reply #2 Top
DL (Dread Lords aka Galciv 2 normal) Suicidal isn't very suicidal. Mainly for these reasons:

The combat cheese (one ship one kill) meaning fleets of tiny fighters will always be more resource efficient than huge hulled leviathons. The AI doesn't leverage this. It's sorted in DA, the expansion.

Travel speed and the AI's inability to deal with its implications: The AI can't deal effectively with human ships faster than 8 because the coding doesn't allow it to look enough "turns into the future" according to Brad. Not sure I comprehend the logic here as the faster the human ship speed the less turns the AI should need to look into the future to see the danger implied e.g. speed 50 combat transport can reach a lot more places in 1 turn than a speed 8 ship.

The "empty hull" cheese. Build an empty tiny hull. Having it in orbit prevents invasion by a combat transport.

The first 2 look to be sorted in DA. Not sure about the third.

Reply #3 Top
Not sure I comprehend the logic here as the faster the human ship speed the less turns the AI should need to look into the future to see the danger implied e.g. speed 50 combat transport can reach a lot more places in 1 turn than a speed 8 ship.


If you look at all the possibilities the AI has to deal with. A ship that has a move of 8 has 256 possible places it could be next turn. Whereas a 50 move ship would have 10,000 possible places it could go. That creates a huge problem for the AI to try to counter. So, even shortening the foresight of the AI couldn't compensate for the sheer number of possibilities created by 50 move ships.
Reply #4 Top


If you look at all the possibilities the AI has to deal with. A ship that has a move of 8 has 256 possible places it could be next turn. Whereas a 50 move ship would have 10,000 possible places it could go. That creates a huge problem for the AI to try to counter. So, even shortening the foresight of the AI couldn't compensate for the sheer number of possibilities created by 50 move ships.



I agree that figuring where a ship could go is nearly impossible... But who cares ? If you build fast ships yourself there is no reason to think defensively. You could pratically use the auto attack if you have enough speed. If you think of it this way, the more speed the AI uses the easier it's computations are. (especially co-ordinating fleets together)

The trick is to use speed, and to be the one that starts the war...