Meanwhile AI just sits there with all their super power fleets and occasional transport (which I again destroy since he does not guard it properly) .
in my experience, if you give the AI enough time to mobilize it will send the bulk of its fleet at you gradually. but i agree that it's so slow as to be totally ineffective in offense.
You've discovered that all AI's, even GalCiv2, have their limitations. A good commander tries to learn the weaknesses of his/her enemy and expoit it. You have done this in your situation. The AI, being simply a set of programmed instructions for the computer player, is unable to learn and adjust to your tactics in this case. It's possible the AI programmers for this game might come up with a new counter for your strategy, but even if they do, you'll likely find a new strategy the AI doesn't counter.
bingo. the AI can only take so much into account. human minds benefit from being very good at 'soft' reasoning. we can analyze, sythesize and jump between different types of information for answers that are 'good enough' yet lack precision for the most part. we can glace at 'the big picture' and get a pretty good sense of what that big picture is. it seems to me that creating a set of algoirthms to parallel this would be very difficult, to say the least. how do you teach it to account for the indeterminate number of general strategies plus all the variations on them? i certainly don't know, but i can say that the AI in GC2 does a lot better with resources equal to the human player than do most game AIs. that doesn't mean there isn't room for improvement, and these discussions can be quite productive towards those ends.
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one thing no one's mentioned is that the AI virtually never builds any sensors of any type - lone sensor ships, armed or not; sensor-equiped warships in fleets; or sensor-equiped starbases. it doesn't even research sensor tech, and i've never seen it build the EotU even when i've gifted it Sensors IV. part of being able to intercept fast enemy ships is being able to see them before they can get to you.
there are other ways to combat fast ships,
it's just that they're not economically competative and, obviously, the AI hasn't been programmed to execute them.
i usually build enough SBs around my home turf to keep the FoW fully illuminated, and like many i usually defend my home turf with interceptor forces. fleets of medium and small ships seem to be optimum for this.
sometimes by late game, when i feel like letting the game drag on for a while, i'll build a network of military SBs (4 per sector placed in the 4th diagonal square from each sector intersection, or the nearest available square if that one's occupied).
while this is a total WASTE of production power, it definately makes defending your home turf a totally different task. it most squares will be affected by 4 SBs in this pattern (with a spread of 3-6, depending on irregularities in the dispersuion due to planets and stuff in the way), which typically means +8 to movement. add another +3 from tech boosts and +1 from grav accelerators, plus another 1 or 2 if you buy the speed boost (which i occasionally do). this means a ship with no engine components will still move 12-14 sct/wk through your home turf. a warship with two Hyperdrive IIIs moves 14-16 sct/wk without any help - in other words, comprable movement rates.
with the new warp inhibitors, you can also reduce the speed of invading enemey forces by -12 (to a minimum of 1), virtually immobilizing them once they start a turn in your territory. even my own fast ships wouldn't be much of a match against this.
for me the boosts to offense and defense aren't the big attraction of military bases; the movement bonuses (and enemey penalties) are. the weapons/defense boosts are definately a perk, of course. they can help a few squadrons of tiny fighters become a powerful, mobile interceptor force. they can get where they need to go pretty quickly; i can build a lot of them because they're cheap; being tiny fighters, they also gain levels faster; and since i also typically play with the repair modules in SD's example mod, i can repair them very quickly.
of course, i only ever build such a network by the time it's clear that i've already won the game, and even then only occasionally. i don't even remember how many modules military bases have in the default game because i typically play with mods on, but i'm pretty sure it's 50+. even if you only equip one type of weapon-boosting module you're still looking at 40ish constructors per base. i can only manage building one of these networks in the end game when i can have most of my planets churning out 'structors every turn or two; and in that case, usually only on a map with abundant planets so that i have enough shipyards to product many stuctors per week.
i hope some of the new features in 1.7 will live up to making it easier to manage bases and making them a more robust part of the game, but the fact remains that having to sacrifice a constructor for every single SB module is cost inefficient.
one very superficial solution could be to add upgraded versions of the construction component making it cheapers, but like most i think it shouldn't consume an entire 'structor per module. if nothing else i'd be content to see
some modules use 'structors, such as the battle stations modules. or perhaps some modules should be upgradable without need for a new constructor (from Armor I to Armor II, for example).
the games not perfect by any means, but there aren't really any other games in this genre i feel drawn to presently. so i try to enjoy what i have as much as possible.