Common AI mistakes and tech speed

Purge asked for my opinion on game difficulty as it related to tech speed on smaller maps in another thread. I've been (rightly) accused of thread-jacking lately, and as my reply started to get longer I realized I should just make this a new topic.

First off, and as a slight response to an excellent point by Mumblefratz, suicidal is suicidal. If you haven't been playing this game for a very long time and come to one of these threads it is easy to be misled. When I talk about a map size being easier or a tech speed being easier, I'm discussing incremental differences that only become apparent after playing a lot. Changing your map size and tech speed won't let you change difficulty levels. It will require that you adapt to a new strategic situation. There are an insurmountable number of variables that go into any game state - so when talking about "difficulty" here (I'm assuming suicidal level) I'm referring to broad over-all trends that I see over time, and the differences are probably (no offense to anyone) going to be almost imperceptible to anyone but an expert. In this thread I'm splitting hairs. At a point you get deep enough into the game that splitting hairs is still an interesting discussion.

That aside, to really answer Purge's question, I need to discuss game versions. In the old days of DL the slowest tech speed was IMO the hardest - because of the lack of flexibility if you made a mistake. If you found yourself outclassed and with few planets (on smaller maps) there wasn't the time typically to make up the deficiency in tech and adapt. On very fast tech the game was easier because if you realized you were being outclassed in an area (a weapon type vs. defense, for instance) you could focus your sliders on research and catch up.

However, I now think very slow research is the easiest tech settings on smaller maps ever since DA. The reason is the AI now consistently makes a mistake.

The thing with very slow research is it IS still the most unforgiving if you make a mistake. But that applies to every race, not just the player. Ever since the release of DA, even on suicidal, the AI always makes the same mistake when playing with very slow tech, and so the game is now ridiculously easy (splitting hairs people, this is relatively speaking). The mistake? Extreme colonization tech.

As long as there is at least one extreme environment planet on the board the AIs can be counted on to waste gobs of resources and precious turns researching environmental tech. Why? So that they can get an extra planet or two (or three!) that operates at half capacity. In the time it takes the AI to greedily research and claim a few extra worlds, I am able to leap ahead in actually useful tech. Because of the very slow speed the AI then never has a chance to recover from its mistake. And its a fundamental mistake the AI makes about 98% of the time.

Why is it a mistake? I'm sure Purge and Mumble (and many of you) already know this, but I feel like pontificating. The reason is because of Planetary Invasion. Unless you are playing the Altarian Tech Victory Rush... Planetary Invasion is THE technology of GalCivII. Planetary Invasion and Hyperspace technology are the only two you will always need, and every race but the Custom race HAS to start with Hyperspace technology.

Planetary invasion allows you to invade worlds that you can't colonize, is the key to any blitz strategy, and is the most necessary tech once you want to actually start winning the game. While the AI wastes time researching extreme colonization techs I research planetary invasion and when I start declaring war the AI can't even launch troop transports. It has no means of fighting me at all. And it will take it (typically) months to research the tech on very slow. Plus, all of those planets the AI colonized that I couldn't grab in the colony rush I grab anyway in the troop transport rush that I start preparing for almost immediately.

If the Iconians, for instance, had "Extreme Aggression" in place of "Extreme Colonization" as their superability - and instead of getting a few extreme colonization techs just got to start with planetary invasion, they would instantly go from being the worst race to the best race. Planetary Invasion is that good, and extreme colonization is (at least on medium and smaller maps) that bad.

The thing is, I have learned, and the AI has not. I know to check what the tech speed is on the first turn (I play with random settings, but I can look at techs I've memorized the cost for, like Planetary Improvements, without changing my sliders the estimated time for completion right after game start tells me the tech rate). Once I see the speed is slow I know the extreme planets are off limits because of how prohibitive the research cost is for the teeny tiny benefit. The AI has never learned this fundamental and repeatedly makes the same mistake.

If I'm playing against a few opponents I can often conquer all meaningful resistance before any enemy has planetary invasion. If I'm playing against many opponents I can usually knock 3-4 races before someone researches PI and the AIs all start trading to get it from each other. But with 3-4 races worth of planets I usually have an insurmountable lead for the rest of the galaxy at that point. On small maps you don't want to build colonizers - 60-70% of the time you want to start off building troop transports.

See for instance my Altarian Rebellion AAR. Purge, I know you at least read it because you commented on it. There I completely ignored the colony rush - and there was one aquatic world out there and 7 of the 9 AIs wasted time researching aquatic colonization. By the time the AIs were ready to fight (The Terrans declared war against me about 60? turns in) I had already conquered half the galaxy and was untouchable.

On larger maps extreme colonization, at least in theory, can sometimes be useful. I have played games on larger maps though - and have never had a problem with going straight for planetary invasion in place of any extreme colonization tech. Personally (feel free to disagree) I think until late game extreme colonization is always a mistake no matter the map setting.

But on a small map? Never. Sometimes I'll get a small map with no extreme worlds and a very slow research rate, and then I go back to my original analysis of those being the hardest tech rates. But that is rare. More times than not there will be a hazardous world, the AI will predictably make a mistake, and the game is won before I've even hit the "End Turn" button for the very first turn.

Hope my analysis helps,
- Wyndstar
12,942 views 17 replies
Reply #1 Top
Thank you very much for your response!

I feel I have a better understanding of why and how you are playing the tiny maps.

I find this especially interesting, because I have reached many of the same conclusions on larger maps, but with slightly different reasons and applications. The best way to beat the AI is to travel a path of optimization it simply can't anticipate or see. I am surprised to see such parallel thinking on the opposite side of the map spectrum.

I'm sure many have already seen this reasoning, but for large plus maps:

The AI makes the same mistake of researching extreme colonization too early and focusing on colonizing planets for too long. The reason it's a mistake is it greatly extends the colonization period for the AI, to the detriment of everything else. I think many players make the same mistake of trying to colonize too many planets and overextend themselves, missing an opportunity to jump ahead of the AI. I stop colonizing when the last easy to reach normal planet is taken. Sometimes I stop before then. I consider 40-50 planets on a 920 planet map an ideal start; I know this is a number lower than almost all of the other suicidal GD (Galactic Diplomats) large map players. This creates a gap between the end of my colonization phase and the end of the AI colonization phase of six months or greater.

During this time I build some basic factory infrastructure, hit Planetary Invasion (I'm not sure I agree it's the most important tech in the game for large maps, but it's certainly top three) and put together a few of the most basic weapons techs. I'm now ready to launch the first war about the time the AI is finishing it's colonization phase and before it's built real infrastructure or real warships. I have started wars on large plus maps with as few as three warships and a ~ten transports. This equalizes tech and gets me the jump I need to keep steamrolling AIs just as fast as I can move ships.

So, basically, this is the same reasoning you described above, with just a twist or two to adjust for map size.

If the AI were to put less importance on Extreme Colonization and more importance on planetary builds + warships it would be much more dangerous and difficult to jump early, making for a more difficult game. A mix might even be better, with the more diplomatic races pushing further down the colonization path, relying on their diplomacy to bale them out, while races like the Drengin should rush to the war machine.

As for the speed question. I've thought about it some more and the reason I think very fast is harder on gig all maps is that you have to be very narrowly focused. It's sometimes hard for me to keep the proper focus and avoid the distractions and I know what a danger it can be. If you know exactly what techs you want to win the game before you even create the map and are capable of not getting distracted by techs that aren't important to you, fast may be easier, as you can usually be sure of reaching these critical techs before the first war. You will be behind the AI in tech, but ahead of it in important tech. If you are still figuring out what techs are important or picking out your next tech as you go along, fast will kill you because you never get ahead in important tech and BHEs will be showing up at your front door before you know it.

With slow tech, the gap between you and the AI when the first war starts is likely to be a smaller and easier gap to close as the AI will not be that far down the tech tree either and will have a smaller number of techs above and beyond you. This makes for a meeting of, technically, more equal races.

Thanks again for the response. I found it insightful!
Reply #2 Top
Seems like an entirely cogent point, even if you're splitting hairs. Unless you're suffering from expansion pressure where you really need more planets and can't (for whatever reason) expand via conquest, they seem like a waste of research points.

Honestly, it's moments like these where I wish the AI was written in Python or Ruby or something similar and accessible for us to extend Wishful thinking and all, I know, but still, it'd be fun to be able to see these kinds of things and attempt to fix them. But that's the programmer in me talking, heh.
Reply #3 Top
One clarification. I don't have a set order of techs to research, but a set mental list with me shuffling items up and down a touch based on immediate needs.
Reply #4 Top
Awesome post. I know for me starting DA, I was highly distracted by extreme planets and asteroid fields.

Once I realized they are not to be bothered with early, things got much much easier. The biggest problem is they are way way too expensive to research, and on top of that you only get a 1/2 functional planet. That drove me to avoiding them during colonization, and getting them via invasion or influence later. (along with stealing those techs.) I just hadn't taken that to your extent.

To me this is just another case of game balance that needs to be addressed.

I had personally thought fast tech cheesy, since you can skip ahead so fast, and had assumed slow tech would be hard since the AIs always outpace me.

Maybe after a few more expansions they'll come back and try to balance out the game...




Reply #5 Top
I have started wars on large plus maps with as few as three warships and a ~ten transports. This equalizes tech and gets me the jump I need to keep steamrolling AIs just as fast as I can move ships.
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Yeah, I do something similar on tiny maps, although it is often with as little as three transports and a tiny fighter with 1 gun to knock out cargo hulls/scout ships that might be hanging in orbit.

I think of the tiny/sparse/9 opponents games as a "Cage Match". It is survival of the fittest, and you need to kill or be killed just about from turn one. I often play on mediums just because the constant pressure to be perfect in a cage match can get frustrating. With a race like Iconians I probably lose 3 of every 4 games I play at that setting.

Still, its all about learning from losses and honing my strategy.

Glad you all enjoyed the read.

- Wyndstar
Reply #6 Top
A promotion for Wyndstar for an insightful post.
Reply #7 Top
I wish there was a replay system (like in RTS games)because you guys sound redicolusly good. If you can seriously tell if your going to win or loose 1 turn into the game... well I am thankful I dont have that ability thats all. Still a good/entertaining read none the less.

Reply #8 Top
I think that, as the game's tech trees were expanded (a good thing), the AI did not learn to optimize the use of them (a bad thing). I believe this was the case with DA and colonization techs, sadly. Other than that, the AI is one of the best I've seen in any game of any type, so I'm loathe to complain too loudly.

Perhaps, with TA, this will cease to be a concern, since we'll be getting lots of good beta-testing in the next few weeks. I'm very curious to see how the AI's deal with all their new toys.
Reply #9 Top
A promotion for Wyndstar for an insightful post.
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Wow, great! What an honor. So what does this make me, rank 2? I know I've heard "rank has its privliges"... so what are my new powers? Seriously I'm glad if I can be of help. I've always really appreciated your response in fixing the combat imbalances I preached about from the very first version of DA, so I'm happy to do anything I can.

Other than that, the AI is one of the best I've seen in any game of any type, so I'm loathe to complain too loudly.
End of quote

Oh, I agree. The AI for this game is stellar. I wasn't intending to flame the AI or the game. This game is awesome. This was more me just talking shop with a few of the other very experienced players (my so-called "splitting hairs"). This was really just a discussion of my beliefs on the difficulty of different overall map settings and how they combined.

I wish there was a replay system (like in RTS games)because you guys sound redicolusly good. If you can seriously tell if your going to win or loose 1 turn into the game... well I am thankful I dont have that ability thats all. Still a good/entertaining read none the less.
End of quote

Well thanks. I'm not sure I'm good so much as I'm obsessed. While my metaverse profile shows that I have played around 80 games... that's only my metaverse games. I've actually played well over several hundred. At some point this product moved past being just another game on my shelf and actually became a seperate hobby unto itself for me.

As to whether I'm good, with no multiplayer we will never know for sure I'm pretty confident I could hold my own against most of the players here if there was multiplayer, although I by no means claim to be the best (and Purge officially holds that honor, credit where credit is due). This whole thread is really just a couple of longtooths sitting down and talking shop. I HAVE played this game enough to the point where the AI researching half a dozen techs in one order or another makes the difference between a walkover game and a tough challenge. I already know much of what I will face, which is what allows me to predict a win very early on in very specific situations. That may mean I'm a good player, it may just mean I'm a freak (or both). There comes a point where you become familiar enough with the game where you can exploit just about ANY weakness your opponent shows, even something as simple as research order. I tried to warn at the beginning of the thread though - I'm really splitting hairs here. Most people won't notice these differences.

As for a replay ability like an RTS, no this game doesn't have that feature. However, I have written up an AAR that goes pretty step by step through how I played a game (although its pretty old now). By all means check it out at
Altarian Rebellion AAR. It is probably the best you are going to get at watching me play a game. Even there, though, some people thought that I just got lucky in the comments following the report.

Purge also has an excellent AAR out there that even includes save game copies so you can watch step by step. I don't remember the name of the thread or I would provide the link. Hopefully you find these game reports informative.


Good luck,
- Wyndstar
Reply #10 Top

If you haven't been playing this game for a very long time and come to one of these threads it is easy to be misled. When I talk about a map size being easier or a tech speed being easier, I'm discussing incremental differences that only become apparent after playing a lot.
End of quote



I see what your saying, but I'm sure changing my strategy from colony rush to invasion rush as you describe on a large map with very slow tech will be enough to successfully raise me from Crippling to Maso. I have been making this exact mistake myself of wasting time on Extreme Colonisation, especially since I can't help myself from gunning for anything over PQ10.

One question however, does this work on all races equally. I usually play a good race and prefer to wipe out evil, neutral if they piz me off, and influence flip other good races.

I notice that races like Drengi go Invasion rush really early anyway. Can I play a good race and use this effectively on evil races early on.

Reply #11 Top
I notice that races like Drengi go Invasion rush really early anyway.
End of quote



This is true. In the game I am currently playing, the Korath have beat me to PI. As a result, I'm getting troop transports and spore ships and fleets up the wazoo aimed at me. Already lost a planet before I started getting in gear.


Reply #12 Top


Purge also has an excellent AAR out there that even includes save game copies so you can watch step by step. I don't remember the name of the thread or I would provide the link. Hopefully you find these game reports informative.
End of quote


Detailed Suicidal AAR for DA

It's a reasonably good example of this too.


If you haven't been playing this game for a very long time and come to one of these threads it is easy to be misled. When I talk about a map size being easier or a tech speed being easier, I'm discussing incremental differences that only become apparent after playing a lot.



I see what your saying, but I'm sure changing my strategy from colony rush to invasion rush as you describe on a large map with very slow tech will be enough to successfully raise me from Crippling to Maso. I have been making this exact mistake myself of wasting time on Extreme Colonisation, especially since I can't help myself from gunning for anything over PQ10.

One question however, does this work on all races equally. I usually play a good race and prefer to wipe out evil, neutral if they piz me off, and influence flip other good races.

I notice that races like Drengi go Invasion rush really early anyway. Can I play a good race and use this effectively on evil races early on.


End of quote


It absolutely works on the evil races. Even better, you can wait until someone else discovers planetary invasion, trade for it and still have it work...But, if you do that, you need to have built up your factories so that you can immediately move into a large scale troop transport build out as soon as you get the tech.

I should add, that I totally see how this became on AI blind spot. It's not obvious how much of a mistake this can be until someone takes the other path...
Reply #13 Top
Hi!
(Extreme colonizing)
I totally see how this became on AI blind spot. It's not obvious how much of a mistake this can be until someone takes the other path...
End of quote

Now combine that blind spot with the AI over-rushing for planets, using only 20 M pop for most colonies, that completely shuts down its economy for more than a game year, add to it the tech transfer from planetary invasion, and you have a perfect other path.

In a game with lots of planets per player one simply doesn't need to research much other techs but planetary invasion branch. The rest of techs he gets from invading those tiny colonies AIs are planting in "his" space. Pitty I can't stand the grind of repeating planetary invasion 500+ times to use this approach more often. I stil feel nausea from my last game, where I invaded over 200 AIs' planets in less than two game-years.

BR, Iztok
Reply #14 Top
Last night I took what I learned from some intensive forum reading to a new game, I tried Maso for the first time, large abundant all, in TA. I absolutely massacred the AI. It was in fact pretty obviously over in my favour quite early. So either I have got much better from what I've been reading, or TA is a hell of a lot easier. I hope its the former.

However, this new play style involves knowing the technicalities better, and I'm hazy on a few things i would like to get figured before I start skipping up yet higher levels, maybe even try a harder game.

My main change was using all factories and using evil. Setting sliders to 50/50/0, and have HW on Research focus. Once I had grabbed all the planets I wanted i went 0/100/0 and turned on Research focus every time a colony got its first 4 factories. Then I built the rest of the planet as econ and 1 starbase. I then ignored most techs on my way to Psyonic beams. By which time the colony's where built, so I had every plant on Research focus, and 100/0/0 for the rest of the game. As soon as I started building ships with Pysonic beams I could see it was all over. I could clearly outproduce the AI.

However, to be critical maybe my research was lacking. I never built any farms or moral buildings, I upgraded to the one below Industrial sectors and Stock exchanges fast. I had more money then I needed from mid game onwards. So my first question is should I as a rule build for extra population. (maybe for score?) And what is the balance roughly for factories/econ is it 50/50 as I had?

Secondly, and my bigger headache, is how do bonuses work in an all factory approach? For example, I think I want to ramp up bonuses as much as possible. Because 1/3 of the bonus is free and you pay for the other 2/3rds? Since Its my Research thats lacking if I selected a research bonus and technologists would that mean that I get a 50% bonus to whatever research I actually get from my treaties and factoires. Or does that bonus only apply to Research spending and therefore I get no actual bonus at all from this strat which is always x/x/0?

Would I actually get a higher bonus (thus ramping my advantage) by going +50% military and industrialists. So that I get +70% but only pay for 47%. which will also boost my Research under this strat (while I have sliders at 100/0/0)

On bonuses more generally I did not get population growth bonuses, and I felt that hurt my game. I took 1 point in moral because its so cheap for 10%. I took points in economy from habit. which helped early game but was of no matter from mid onwards.

If this works the way I think it does (and I'm not sure it does) if I were to attempt a game on DA hard game would this setup make sense to you veterans:

Humans (for super dipo - avoids wars, trade for techs)
Evil (for PB - makes game easier)
Large (big but not a 3 month game)
Normal tech (punish AI for researching extreme colonisation)
Abundant all (easier)
9 opponents (each enemy is smaller and more manageable)
Points (10):
5 - +50% population growth
1 - +10% Moral
2 - +20% Military
2 - +20% Social
Industrials

I believe I'm right in thinking that although the AI will get an extremely powerful HW capital, all colony's will be normal capitals, and his production will run at +X00%. But as long as I take out 2 civs early and assimilate their planets then I should be just as powerful collectively as the others. So the trick is winning the first couple of wars really early.

Sorry for the long list of questions, but I feel I have learned alot from reading these forums, but these particular questions I'm not getting from other posts.


Reply #15 Top

However, to be critical maybe my research was lacking. I never built any farms or moral buildings, I upgraded to the one below Industrial sectors and Stock exchanges fast. I had more money then I needed from mid game onwards. So my first question is should I as a rule build for extra population. (maybe for score?) And what is the balance roughly for factories/econ is it 50/50 as I had?
End of quote


The extra population will help your score and economy. This is especially true for the first farm. I usually build two farms (or equivalents with bonus tiles) and no morale buildings and just adjust the happiness rate the turn of any election. Population growth will naturally fall off as the populace grows...

The factories/econ balance is game dependent and there has been a good deal of discussion about it with no hard conclusions. I prefer to build just as many factories as I can at the start of the game....I once managed to building no economy buildings and all factory planets for an entire empire of forty to fifty planets before the first war, but that is very extreme. More typical, for me, is 65/35 factory/econ. As the game progresses, and I stop needing to build actual ships, I build up all the newly added planets as very heavy economic planets.


Secondly, and my bigger headache, is how do bonuses work in an all factory approach? For example, I think I want to ramp up bonuses as much as possible. Because 1/3 of the bonus is free and you pay for the other 2/3rds? Since Its my Research thats lacking if I selected a research bonus and technologists would that mean that I get a 50% bonus to whatever research I actually get from my treaties and factoires. Or does that bonus only apply to Research spending and therefore I get no actual bonus at all from this strat which is always x/x/0?

Would I actually get a higher bonus (thus ramping my advantage) by going +50% military and industrialists. So that I get +70% but only pay for 47%. which will also boost my Research under this strat (while I have sliders at 100/0/0)
End of quote


The closest thing to a definitive answer on all this stuff:
Production explained - how various bonuses apply

Short answer is that yes, the bonuses apply to focused research.



On bonuses more generally I did not get population growth bonuses, and I felt that hurt my game. I took 1 point in moral because its so cheap for 10%. I took points in economy from habit. which helped early game but was of no matter from mid onwards.

If this works the way I think it does (and I'm not sure it does) if I were to attempt a game on DA hard game would this setup make sense to you veterans:

Humans (for super dipo - avoids wars, trade for techs)
Evil (for PB - makes game easier)
Large (big but not a 3 month game)
Normal tech (punish AI for researching extreme colonisation)
Abundant all (easier)
9 opponents (each enemy is smaller and more manageable)
Points (10):
5 - +50% population growth
1 - +10% Moral
2 - +20% Military
2 - +20% Social
Industrials
End of quote


I've found 4-5 AI players to be easier. Less group research and it extends their colonization phase. I think it's a reasonable set up though. I think the settings in my AAR are optimum for winning, except for perhaps the game speed (optimum for scoring).

Detailed Suicidal AAR for DA (look in the OP)



I believe I'm right in thinking that although the AI will get an extremely powerful HW capital, all colony's will be normal capitals, and his production will run at +X00%. But as long as I take out 2 civs early and assimilate their planets then I should be just as powerful collectively as the others. So the trick is winning the first couple of wars really early.

Sorry for the long list of questions, but I feel I have learned alot from reading these forums, but these particular questions I'm not getting from other posts.
End of quote


Just winning the first war will usually do it. You are on the right track.

Good luck!
Reply #16 Top
This had me thinking how they'd fix this. I didn't like what the obvious answers were, being :

1) make Planetary invasion more expensive
2) make colonization techs cheaper
3) tell AIs that colonization techs are less important.

The reason 3 doesn't work, imo, is that the AIs clearly have a colonization mode, and post-poning colonizing would probably extent that mode.

To me the best / simplest answer is to make invading planets you don't the have techs for either harder or outright impossible. Think about it, how are your soldiers going to fight in an environment you don't have the tech to deal with? It could be as simple as giving a -75%/50% soldiering penality (invading red/ vs yellow) would be enough to take the teeth out of this strategy. (and I think is reasonable.)
Reply #17 Top
The reason 3 doesn't work, imo, is that the AIs clearly have a colonization mode, and post-poning colonizing would probably extent that mode.
End of quote


That's just it though. They need to be more balanced in their approach and do some other things while pushing colonies out.

To me the best / simplest answer is to make invading planets you don't the have techs for either harder or outright impossible. Think about it, how are your soldiers going to fight in an environment you don't have the tech to deal with? It could be as simple as giving a -75%/50% soldiering penality (invading red/ vs yellow) would be enough to take the teeth out of this strategy. (and I think is reasonable.)
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This would help, but I still did the same thing under DL where there are no extreme environments...