Tolmekian Tolmekian

Twilight: Tolmekian's TechTree Fix v3.51 Release 05-10-13

Twilight: Tolmekian's TechTree Fix v3.51 Release 05-10-13

Purpose of the mod:

 This mod addresses widespread errors in the TotA TechTree.xml files.  These errors pretty much broke many of the unique TechTrees, causing the AI to pursue a deeply flawed research strategy and outright preventing the research of many techs.  Part of the fix included rearranging a number of the TechTrees to fix the seemingly random arrangement of some techs and reduce the number of branches for the AI to get sidetracked on.  Along the way, I ended up fixing many UP issues, planetary improvements, starbase modules, and did some general improvement and balancing on individual techs.

This mod is a direct result of MarvinKosh's Space Weapons Fix Mod, which provided the inspiration.  A lot of my development commentary and good input from other modders working on their own fixes is in that topic.  Thanks MarvinKosh, Quaternus, deweyjohn, TOV, foxthree, qrtxian and all others for input and support.

 


05-10-13: v3.51 release

Update to fix some errors in v3.5. 

  • Because I forgot to mention for the 3.5 release: The Hyperion improvements (shipyard, shrinker, logistics, resupply) are now all Galactic Achievements instead of Super Projects.  No more collecting shrinkers :o, it really matters who builds these things.
  • I would also like to add a special thanks to Gaunathor for extensive proofreading, playtesting, and feedback.  His contributions have played a big part in me continuing the work, fixing/improving even more than I originally intended, and finally putting out a (more or less) finished product after all this time.  It's fair to say that without him, this mod wouldn't be nearly what it is.  Thanks.

04-28-13: v3.5 release

 

Here it is, the more or less finished product after all this time.  It's been about a year since I put this project down, so I'm a bit fuzzy on what exactly I did before coming back to finish it up.  I'm pretty sure I've got the major things nailed down, though.  Let's see:

 

  • Fixed those minor but embarrassing typos that made it into v3.0
  • Standardized the cost vs maintenance vs output ratios for the various improvement.  Now every race can be content with their own improvements and not shop around for the obvious best.  You can now upgrade to Industrial Sectors without fretting about the inefficiencies.
    • In general, costs went down, sometimes a lot.  Maintenance costs were also reduced or eliminated on many improvements.  No more taking years upon years to develop a planet only to have the game end immediately thereafter.

 

  • Made starting techs that allow a bottom-tier improvement for many of the improvement lines.  The idea being to allow the AI access to each type of improvement and allow balanced planet development - no filling up planets before researching basic improvements.
    • eg. Races that use the "normal" economic structures (banks, stock markets, etc) now start with Market Economics, which allows construction of the Market Center.
    • If you make a custom tech tree, this allows you to select the base techs for your tree without needing conflicting "history" techs to unlock basic improvements.
  • Rounded out the Temple morale improvements, so Altarians and Drath have a progression of decent improvements unlocked by various techs, starting with Spiritual Happiness.
  • Did away entirely with farms, charging stalks, etc.  Replaced them with a universal, one-per-planet improvement that gives a bonus to pop growth and %food.
  • Did away with Advanced Extreme Colonization techs.  Now only one tech is required for each type of extreme planets.
  • Now every tech tree includes the Government techs and Planetary Defense Techs.  No good reason for some races to go without.
  • Omega Research Center: Now with more awesome.  No longer just a watered down tech capital, the Omega Research Center is a Galactic Achievement worthy of the title.
    • Speaking of watered down Tech Capital . . . I watered down the Tech Capital.  Kind of.  Bonus from 100% to 50%, but it now generates 14tp on its own.  Which leads to the next point . . .
  • All improvements that give a bonus to manufacturing or research now also generate their own mp or tp proportional to the bonus.  This is to counteract the sometimes painful misplacement of these improvements by the AI.
  • The evil races (Drengin, Korath, Yor) got a lot of attention during 3.5 development due to general lack of competitiveness.
    • Now have access to all 4 types of capitals (economic, technological, political, manufacturing) or an equivalent structure.
    • Drengin got a couple new unique techs - Superior Warships and Fleet Domination - which boost stats and unlock Galactic Achievements to speed their conquest of the galaxy.
    • Korath have a new Galactic Achievement - the Aul Incinerator.  Out with the one-per-planet suckfest and in with something that you'll actually want.
    • Don't think the Yor got any new stuff, but some stuff is easier to get and the Manufacturing Vortex and Distributed Energy Matrix got pretty big buffs.
  • Sprinkled a couple speed bonuses in the basic techs to speed things up a bit.  Basically, the AI never designs ships with engines and ends up late game with ships that move 3 or 4 per turn.  Now we're looking at 6 or 7.
  •  Uuuuuh . . . I think that's the major stuff.
  • Enjoy!

TechTree Fix v3.51 with Dumb Old Minors: I did nothing to the minor races here.  If you want the same dumb minors you've always known and loved, this is the mod for you.

TechTree Fix v3.51 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the  AI's ability.  I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade.  Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing.  They still get slaughtered when it comes down to it, but I've had fun watching them.  It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.

TechTree Fix v3.51 with MoOII MinorsThe MoOII minors in this mod will colonize and behave pretty much like weak majors.  Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix".  That is, the minors won't start behaving like majors until you save and reload.  So, start your game, quicksave, reload, and enjoy.

TechTree Fix v3.51 with MoOII and Smart Old Minors: Why not?  If you want a little variety, I packaged up both versions of the minors in one mod.  Your minors could be one, the other, or a mix of both.  Still be sure to use the quick-save fix, or your MoOII minors won't play nice.  I haven't tested this arrangement, but I can't see why it won't work.  (famous last words.)


03-04-12: v3.0 Release

v3.0 continues the work, this time focusing on starbase modules and planetary improvements, particularly Galactic Achievements, Super Projects, and Trade Goods.  Also included is a wonderful conversation mod, kindly contributed by qrtxian.  His mod fixes the errors in the GC2_Conversations.xml, so now you can enjoy all the unique dialogue as intended.

Highlights

  • All fleet modules that were removed in v2.0 are restored.  That's the fleet attack/defense and fleet warp bubbles, etc.
  • Entire Starbase Fortification branch removed.  The attack, defense, and assist modules were spread uniformly among the appropriate weapons and defense techs.
  • Enhanced Battle Stations starbase modules and added equivalent Starbase Defenses modules.
  • No more easy pickings, expect to see some well armed starbases.
  • Addressed a limitation where the AI will only use the first 100 starbase modules in the xml file.  Rearranged, removed, and edited starbase modules to ensure the most basic and useful modules are AI accessible.
  • Evil weapons and good defenses are now available at every weapon/defense level, instead of only at the end.
  • Extensive changes to Galactic Achievements, Super Projects, and Trade Goods.  I went after them with the idea that every one should be a "must have".  Costs reduced and AI values increased to ensure the AIs actually have a chance to build them, given their inability to plan planetary improvements.
  • Edit to add - All the trade goods now have a unique icon rather than a stack of boxes.  Except the Xinathium Hull Plating.  I figured that would still come in boxes.    I chose from among the unused icons that come with the game, so they may not be perfect.  They are, in my opinion, better than the boxes.
  • Two previously unused Galactic Achievements brought into play: the Life Force Extractor and Historical Preserve.  Two new GAs introduced: the Benevolent Research Center and Trade Nexus.  All four new GAs are unlocked by ethics techs.
  • Introduced new ethics techs to split up the multiple GAs and SPs unlocked by them.  Ethics techs now also provide a small bonus, so those who don't get the GAs don't waste their research.
  • Further optimizing and balancing.  My last playtests were some of the most balanced I've ever seen.  Sure, sometimes there are runaway monsters and pitiful also-rans, but overall it's pretty good.
  • All races are still set to AIPersonality 11, or Generic.  The Altarians, Arceans, and Korx default to their unique AIP when set to 11.  You can still use AIP 8 (Thalan, Human, Drath, Krynn) and 7 (Drengin, Korath, and Yor) if you want to mix things up, but there are special considerations.  First, AIP 7 is flawed in that it won't colonize outside of its influence sphere.  In order to stand a chance, you need to use Abundant Planets, Abundant Habitables, Abundant or Common Stars, and Tight of Loose Clusters.  Then, you need to Ctrl-n until you get a galaxy where the AIP 7s have enough stars within their influence.  Other than that, AIP 7 and 8 will perform pretty well.  Their research is somewhat flawed (no Xeno Ethics, for example) and they're hyper militant, but they seem to compete well.
  • Edit to add - While trying to improve the Arceans, I tested their TechTree with regular engines instead of their unique navigation techs.  I kept the navigation techs in the standard Arcean TechTree, but also left the Arcean-Eng tree in.

I think that's most of it.  Without further ado, here it is:

TechTree Fix v3.0 with Dumb Old Minors: I did nothing to the minor races here.  If you want the same dumb minors you've always known and loved, this is the mod for you.

TechTree Fix v3.0 with Smart Old Minors: Same old minors that still won't colonize, but I added code to make them play to the best of the  AI's ability.  I gave them respectable descriptions, modest bonuses, and changed out the silly race images to reflect their upgrade.  Since they can't colonize, they'll send out a bunch of freighters and actually send constructors to grab up a lot of the resources while the majors are still colonizing.  They still get slaughtered when it comes down to it, but I've had fun watching them.  It's also interesting to see the majors make a ton of regular starbases since there are fewer resources to grab.

TechTree Fix v3.0 with MoOII MinorsThe MoOII minors in this mod will colonize and behave pretty much like weak majors.  Much larger than the other mods due to the RaceImage and RaceLogo files. If you try this mod, remember to use the "quick save fix".  That is, the minors won't start behaving like majors until you save and reload.  So, start your game, quicksave, reload, and enjoy.

TechTree Fix v3.0 with MoOII and Smart Old Minors: Why not?  If you want a little variety, I packaged up both versions of the minors in one mod.  Your minors could be one, the other, or a mix of both.  Still be sure to use the quick-save fix, or your MoOII minors won't play nice.  I haven't tested this arrangement, but I can't see why it won't work.  (famous last words.)


Update 01-07-12: v2 Release

After nearly a year, here it finally is.  Details can be found in this post.

v1.1 Notes:

  • Extract the zipped folders into: C:\Program Files\Stardock Games\GalCiv2\Twilight\mods  This is the pathway for my Impule-downloaded version.  In any case, put it into the mods folder in the Twilight folder.
  • The TechTree Fix is optimized for AIPersonality 11 (Altarian, Arcean, Korx, and Generic).  AIPs 7 and 10 are pretty much broken, and AIP 8 has certain issues that require me to do another round of optimization and testing for any race that I want to set as 8.  I set all races to AIP 11 in the mod.  You can change the setting, but it will change the way the AI pursues research.
  • My detailed change log is included in the folder.  I'd include it here for everyone to see, but it's a 15 page Word file.  It lists all the changes that I made to the techs, improvements, modules and issues.  It also includes every iteration of AIValue for each tech, so you can see just how many times I had to tweak some of them.
  • Additonal Highlights:
    • Fixes broken UP Issue "Add two trade routes".  It proposed 2 trade routes, then called for a vote on 0,1,2,3, or 4.  That vote was broken and didn't work.  It's now yes/no for 2 trade routes.
    • Restores 3 Galactic Achievements by fixing Tech Requirements: The Galactic Stock Exchange, Galactic Monument, and Hyper-Distribution Center are once again available with the proper techs.
    • Fixes error in some starbase modules that caused attack bonus to be misstated in the starbase summary.
    • Fixes Temple of Neutrality, which was a cut-and-paste of Temple of Righteousness.  That means the tourism penalty affected good races.  Now it affects neutral civs and not good ones.
    • Fixes Planetary Defense improvement so it now actually gives +25% Planetary Defense.
    • Fixes a number of errors in descriptions of techs and improvements.  Unfortunately, I didn't fix the error in the Temple of Righteousness/Neutrality/Evil descriptions.  They don't affect trade income, only tourism.
    • Fixes a number of errors in the TechTree xml that prevented the entire TechTree from being displayed in the xml viewer.
    • There's a few more in there.

 

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Reply #551 Top

Ok.  I can say with 100% confidence that the Central Mine isn't that big an influence in the Torian explosion.

One of the last things I did was to remove Inherited Technology from the Torian TechTree and replace it with Market Economics and Industrial Revolution.  I then neglected to buy Industrial Revolution for my custom race with the Torian TechTree.  Aaaaand . . . they still went nuts, even without any factories until Xeno Industrial Theory.

 

Interesting note:  The changelog says the Drengin should have gotten Counter Espionage in v2.0.  Better fix that up.  Whoops.

Reply #552 Top

I'm playing Drengin now and I don't see a CEC.  In this game I don't miss it. 

I think I'm starting to get the hang of this espionage thing.  "Build an economy and they will come."

 

One side effect of the AIValue inflation is that the races - because they generally can't trade - stay within their tech trees.  I do miss trading, but there's something to be said for enforcing racial purity of essence. 

Btw, if you are stronger and offer an Economic Treaty, they will trade their ancestors to get it.

 

In this game (Painful) I got a Thalan opponent.  He expanded very quickly.  I thought, "Here we go again," though Painful is kinda low for his nuclear game.  Then I discovered that his HM is sitting on a +700% Research tile.  Never mind.  (Naturally he also picked up a 700% Industry tile on a remote HighG world.  Maybe the Thalan's secret weapon is Luck.)

Iconian was stuck in a corner but rushed and developed well.  Korx did not.  He looks like Mini-me over there sandwiched between Thalan, me, and some minors.  Apparently he got so busy mining that he forgot about settling planets.  Yor started slow but is catching up.  Altarian also got stuck in a corner but is doing okay, though if the Iconian had access to his worlds, he'd have done better.

 

You say all these races are using the same AI now? 

 

 

 

Reply #553 Top

Quoting DMF, reply 552
I'm playing Drengin now and I don't see a CEC.  In this game I don't miss it.
End of DMF's quote

I know.  I fixed it for v 3.x

You say all these races are using the same AI now? 
End of quote

Yessir.  The mod ships with all races set to AIPersonality 11.  Now, I guess that doesn't mean that all races use exactly the same AIP.  Those races that normally use AIPs 7,8, and 10 default to Generic when assigned AIP 11.  However, those that normally use AIP 11 (the Altarians, Arceans, and Korx) default to their specific racial AIPs.

Now ask me how those racial AIPs differ from each other and the Generic AIP. (I don't know)

 

In unrelated news, I now also know with 100% certainty that getting rid of farms and addressing population limits by upgrading the Civ Capital/Initial Colony doesn't work.  At least, not in a straightforward way.  I ended up with the AI building extra a second Initial Colony on some worlds.

Reply #554 Top

There's a problem with population limits? 

 

Sometimes the AI will build way too many Farms for the world to support, but I, Lord Kona, don't consider that to be a problem since excess population means low Morale means easy invasion (especially if your Soldiering makes the defecting population better than the defenders).  If you consider that to be a problem, oh Speaker for the Buggers, I see the solution as making the AI go after better Soldiering.  Could you define an Improvement with a Soldiering boost? then make it as attractive to build as Farms?  I would hate that.

 

Or is the problem that the AI won't build Farms?  My fleet of rape ships have raped way too many developed Class 15 worlds with populations of 6B.  Not enough victims.  Make more victims.

 

 

Reply #555 Top

Here's one.  Trying to place an Agent on a Korx Mercenary Academy causes instant program crash.  Tried it three times, got three crashes.

 

Here's another.  No event (yet), just 100 Super Dominator Corvettes sitting in orbit of Drengi.  "I don't need them!", says Lord Kona.  "Go away!"

 

Reply #556 Top

There is a problem with the way the AI uses farms, yes.  Too many, none at all, built on the wrong spot, etc.  If doing away with them won't work, I'm thinking of a multi part approach to tackle the issue.

1) Make farms +% rather than + food.  Then, no more dropping farms on the +300% tile and ending up with wicked overpopulation.

2) Make farms 1 per planet.  No more overpopulation and wasted tiles.

3) Give everyone access to a very basic farm through starting tech, perhaps Biological History.  Like how the Yor get Charging Stalks via Cybernetic History. Give that farm a very high AI value to ensure that it gets built immediately on every AI planet.  No more AI planets ending up without farms due to the AI not getting the tech soon enough or botching the build order.  No more underpopulation.

Those 3 changes should ensure that AI worlds end up well populated and fairly happy.

 

As for increasing Soldiering, there is the Planetary Defense improvement.  It doesn't increase the Soldiering ability, but it does make planets much harder to conquer.

Speaker for the Buggers.  Heh.  I finally read Ender's Game in summer of 2011, 14 years after a college friend lent me his book.  Haven't gone on in the series, though.

Reply #557 Top

Quoting DMF, reply 556
Here's one.  Trying to place an Agent on a Korx Mercenary Academy causes instant program crash.  Tried it three times, got three crashes.

 
End of DMF's quote

Can't see any reason why, at a glance.  I'm thinking I'll make it so you can't place agents on the Academy.

Reply #558 Top

Quoting Tolmekian, reply 551
Ok.  I can say with 100% confidence that the Central Mine isn't that big an influence in the Torian explosion.

One of the last things I did was to remove Inherited Technology from the Torian TechTree and replace it with Market Economics and Industrial Revolution.  I then neglected to buy Industrial Revolution for my custom race with the Torian TechTree.  Aaaaand . . . they still went nuts, even without any factories until Xeno Industrial Theory.
End of Tolmekian's quote

I'll just carry on a conversation with myself . . .

An example of why we should never say 100%, always, or never.  Despite all the things I changed, my last test was broken because I had the Trilarian (my custom Torians) set to Thalan AIPersonality.  Of course they went nuts, that's what the Thalan AIP does.  What's even more interesting is that I had Super Abilities turned off.  No starting factories and no Super Breeder and they still dominated the colony rush.  That's just how the Thalan AIP rolls.

Reply #559 Top

Quoting Tolmekian, reply 557
1) Make farms +% rather than + food. Then, no more dropping farms on the +300% tile and ending up with wicked overpopulation.

2) Make farms 1 per planet. No more overpopulation and wasted tiles.

3) Give everyone access to a very basic farm through starting tech, perhaps Biological History. Like how the Yor get Charging Stalks via Cybernetic History. Give that farm a very high AI value to ensure that it gets built immediately on every AI planet. No more AI planets ending up without farms due to the AI not getting the tech soon enough or botching the build order. No more underpopulation.

Those 3 changes should ensure that AI worlds end up well populated and fairly happy.
End of Tolmekian's quote

That's what I did in my mod, but the verdict is still out. I'm using the stock AIPs for all races (except the Torians and Iconians, which use AIP 11) and not all of them are building farms. Well, at least not as much as I'd like them to. The Terrans, Yor and Iconians do a pretty decent job, but some of the other races build farms only sporadicly. My current AIValues are 50 for the stock farms, Robotic Farms and the Torian Harvesters, and 100 for the Drengin/Korath Slave Farms and the Yor Charging Stalks. I will tweak the values some more, but testing has to wait until my current game is finished. (Playing as the Korath and it is finally going up again. I had the Mega Pirates appear for the first time ever in one of my games, and boy are those guys annoying! Sure, they occasionally helped in protecting my planets from enemy troop transports, but I wouldn't be at war in the first place, if it weren't for them!)

Also, a heads-up: I found a bug regarding upgradeable 1pp improvements. In my Arcean game, I lost a planet to the Terrans. After retaking it, I couldn't rebuilt my Arena (unique Arcean morale-improvement in my mod). This is similar to how Power Plants were bugged in Dark Avatar. It also reminds me of the problems I had when trying to limit the number of early factories/labs you can build. If I didn't build all factories/labs the limit allows (because there is not enough place, for example), upgrade them to the next version, and later want to build more of them, I couldn't. The upgrade seems to count as building a second one (or third and so on). So, when the building gets destroyed after an invasion, for example, it still counts as being built.
I'm not sure yet what I'm going to do with this. Remove the 1pp limit from farms and morale-improvement? Change them into a more powerful, non-upgradeable version (not really)? Keep it as is (which could be bad, especially for the AI)? We'll see.

Reply #560 Top

"Speaker for the Buggers"

The sequel to Ender's Game is Speaker for the Dead.  Well worth the read,.  I actually have my copy listed on eBay right now (the whole series, actually) if you'd like to save a few bucks.  Item 281039875447

 

Mega Pirates.  I got them last night, little bastards.  My starbases were safe, but all my freighters and staged transports (and old Defenders) were not.  I went along with it for a while, then backed out to a save point and consigned them to oblivion. May have to do the same with these bloody Corvettes.  Shouldn't they be accompanied by an Event?

 

BTW, both the Iconian and Korxian have supposedly discovered something that will make them infinitely powerful over time.  Are these real now, or fake events like they used to be?

 

 "Of course they went nuts, that's what the Thalan AIP does."

Ah ha!  I was right!  What level are you playing?

 

Farms

Oooo!  I got it.  Add a Soldiering bonus to Farms.  Too many people means that human wave assaults and suicide defenses are thinkable.

Reply #561 Top

Quoting DMF, reply 561
"Of course they went nuts, that's what the Thalan AIP does."

Ah ha!  I was right!  What level are you playing?
End of DMF's quote

I don't actually play anymore. There's no way I could develop the mod at any reasonable pace if I tried to play through each game.

My playtests involve having the AIs auto-play against each other.  I set the diffculty at Tough - maximum capabilities, no bonuses, no penalties.

AIPersonality 8 (Thalan, Terran, Drath, and Krynn) is something of a monster.  It expands rapidly and is hyper-militant.  The counter balance seems to be that it has an aversion to Colonization techs, leaving extreme planets for the slower-expanding races.  AIP 8 always seems to outperform, though, becoming an economic and military powerhouse.  The 11s can end up in trouble early on, but can also manage to do alright in the long run.

 

Reply #562 Top

Quoting DMF, reply 561
BTW, both the Iconian and Korxian have supposedly discovered something that will make them infinitely powerful over time. Are these real now, or fake events like they used to be?
End of DMF's quote

These were always real; the catch is that there's two different versions of them. The normal event version increases one stat of the affected race veerrrrrry sloooooowly, whereas the mega event version (which is distinguished by having a cutscene) increases multiple stats at a much quicker pace. I can confirm that it does have a noticeable effect over time on research and manufacturing (and possibly other things), while the normal version really doesn't.

It seems like an awful lot of people are confused about these events, honestly.

Reply #563 Top

I got a third one; all  three are different.   The latest for the Iconians (Good) is some sort of artifact from the Arnor.

Lord Kona is curious, but may want to just kill them.  Yor (R.I.P.)  made the foolish mistake of attacking and his blood is still up.

 

---

Re: AIValue determining willingess to trade.  Shouldn't that work both ways?  A high-AIV tech is good to keep, but it is also good to get.  Should balance out.  What does the AI use for evaluation, just the research cost?  Fooey.

 

Reply #564 Top

Quoting DMF, reply 564
Re: AIValue determining willingess to trade. Shouldn't that work both ways? A high-AIV tech is good to keep, but it is also good to get. Should balance out. What does the AI use for evaluation, just the research cost? Fooey.
End of DMF's quote

The AI seems to only consider the special value of techs with regard to selling them, rather than buying them.  For example, the AI guards its weapons techs jealously, but doesn't assign the same inflated value to obtaining a weapons tech.  Likewise, they value the extreme colonization techs very highly when selling them, but don't place any value at all on buying them - to the point that they won't offer you anything for them.

I guess that's the totally unoptimized, crude way to make sure the player doesn't rip off the AI by, say, colonizing all the barren worlds, then selling off the Barren World Colonization tech to all the AIs.  Or, conversely, of buying up the AIs colonization techs and snatching all the extreme planets.  Same with weapons.  The unreasonable demands are there just to ensure that the player can't buy an AI's most powerful weapon, then turn around and use it to attack them. The AI has no way to decide whether something has inherent value, or if it could be used in any special way.  It can't study the map, count extreme planets, formulate a long-term strategy, consider whether it's dealing with an ally or enemy, or weigh cost vs benefit.  All the AI has to guide its decisions is a few numbers, such as research cost, AIValue, WillingnessToTrade, and whatever premium the programmers hard code in.

Reply #565 Top

The limited capabilities of the AI to assess the situation sometimes makes me want to scream.  On the other hand, there's only so much that you can glean by looking at those values anyway.

Research cost should not even be a factor in consideration when your civ is leading the field in research.  Instead the technological disparity between their civ and yours should be more important.  If you're ahead, you don't want to give anyone a leg-up unless it helps you in some way.

For example, selling off a weapons tech is great if you already have a defence against it and it means that the other party will make war on your enemies.  Selling technologies that another civ is coming up on researching is good because it's probably going to be your only shot at selling them anyway, and because they will instead be able to research something that you haven't researched yet or can't research because it's not in your tech tree.

Reply #566 Top

I used to love selling techs that AIs were researching because I knew that it valued them highly.  Nowadays (with the mod) that doesn't work, so I rarely even look at the trading screen any more.

One technique that is still with us is to offer an AI a treaty just before you attack it.  (assuming that you're strong enough to make the treaty "of interest")

 

Game over, btw.  Lord Kona just had too much charisma <choke> for the lesser races.  This after he destroyed most of his Ascension Stars...

Anyone need a race played?  I thought about Korath, but just don't have the stomach for it right now.  Arcaean? 

I can try a different AI set or experimental mod.

 

 

Reply #567 Top

Quoting Gaunathor, reply 560
Also, a heads-up: I found a bug regarding upgradeable 1pp improvements. In my Arcean game, I lost a planet to the Terrans. After retaking it, I couldn't rebuilt my Arena (unique Arcean morale-improvement in my mod). This is similar to how Power Plants were bugged in Dark Avatar. It also reminds me of the problems I had when trying to limit the number of early factories/labs you can build. If I didn't build all factories/labs the limit allows (because there is not enough place, for example), upgrade them to the next version, and later want to build more of them, I couldn't. The upgrade seems to count as building a second one (or third and so on). So, when the building gets destroyed after an invasion, for example, it still counts as being built.
I'm not sure yet what I'm going to do with this. Remove the 1pp limit from farms and morale-improvement? Change them into a more powerful, non-upgradeable version (not really)? Keep it as is (which could be bad, especially for the AI)? We'll see.
End of Gaunathor's quote

Tricky thing to deal with.  It's linked to another issue that I have with 1pp farms - Charging Stalks.  With two different farm-type improvements, there is the risk of doubling up.  I could make all farming type techs no-trade, no-steal, but that still leaves a problem with the buildings being destroyed during invasions and such.  Say the Yor invade a planet and destroy the farm, then they lose the planet and the charging stalks get destroyed.  Now nobody can build a population boosting improvement.

I'm considering having one universal population boosting improvement shared by all.  Something generic like Planetary Infrastructure or Advanced Population Support, or something.  It would be a little immersion breaking to have something that equally allows more robots, humans, and living rocks, but at least it would prevent the improvement from being destroyed due to the conquering race not having the technology.

Reply #568 Top

Quoting Tolmekian, reply 568
Tricky thing to deal with.
End of Tolmekian's quote

Worse still, I knew about this bug since February (or March, not sure). However, I neither realised the problems it could case, if the buildings get destroyed, nor made a bug report (which I now rectified).

Quoting Tolmekian, reply 568
It's linked to another issue that I have with 1pp farms - Charging Stalks. With two different farm-type improvements, there is the risk of doubling up. I could make all farming type techs no-trade, no-steal, but that still leaves a problem with the buildings being destroyed during invasions and such. Say the Yor invade a planet and destroy the farm, then they lose the planet and the charging stalks get destroyed. Now nobody can build a population boosting improvement.
End of Tolmekian's quote

The "can't build" part would only happen if both Farm and Charging Stalks got upgraded.

Quoting Tolmekian, reply 568
I'm considering having one universal population boosting improvement shared by all. Something generic like Planetary Infrastructure or Advanced Population Support, or something. It would be a little immersion breaking to have something that equally allows more robots, humans, and living rocks, but at least it would prevent the improvement from being destroyed due to the conquering race not having the technology.
End of Tolmekian's quote

Your idea of a generic "farm" improvement would definitely solve this part of the problem, but wouldn't work for me. Immersion and lore is very important to me, and is a big part of my mod (if only my writing skills were better). I also set all factory, lab, morale and farm techs to 'can't be traded/stolen', which made the bug even more obvious. Changes were really necessary in my case, and this is what I finally decided to do:

I removed all the upgrades from the 1pps. The only exceptions, for the moment, are the Power Plants (just like in vanilla) and the Slaveling Training Center (still upgrades to Artificial Slave Pods). I'm currently considering to remove those and add the bonuses to the techs instead, but have no idea how the AI will react or what it will do to the balancing.
In the case of farms and morale improvements, I took a page from my original attempt. The first tier stays as is. From the second tier on, however, the 1pp limit gets removed, but the farms are slightly weaker than before. There are two exceptions to this. First, the Robotic Farms and Dream Conclaves don't have a second tier, so I kept them as they are. Second, the Torian Harvester now adds 1mt food, making it the only improvement that increases the base-amount. I removed the advanced versions of the Harvester, I added, because I want to keep it as a 1pp. In exchange, the Torians got the Xeno Farms back.

So far, the changes work quite well in my test games. It remains to be seen, if it stays that way. I haven't optimised the AIs tech research yet, because I wanted to wait until I get some feedback on the balancing in my mod. However, this proves to be the most difficult part yet.

Reply #569 Top

You could make the farms/charging stalks indestructible.

Yeah, so it means that you have a population-boosting improvement that your people aren't compatible with and it laughs in the face of immersion, but from a gameplay point of view, what will the AI do?  Will it take advantage of this and build more population boosters, or will it use the tiles for something that doesn't cause mass unhappiness?

Obviously it would help if the improvement destruction code was bug-fixed, but if the last few years have shown us anything it is, in the words of Jenna Casey, not gonna happen.

 

Reply #570 Top

IMO, the occurrences described are rare enough that they don't merit "fixing".   Besides, one could legitimately argue that  a world conquered multiple times *should* have infrastructure problems.

 

 

Reply #571 Top

Quoting DMF, reply 571
IMO, the occurrences described are rare enough that they don't merit "fixing".   Besides, one could legitimately argue that  a world conquered multiple times *should* have infrastructure problems.

 

 
End of DMF's quote

I'm inclined to agree. In fact, I'm not sure exactly what the problem with the AI and farms is supposed to be in the first place.

Reply #572 Top

Quoting qrtxian, reply 572
I'm inclined to agree. In fact, I'm not sure exactly what the problem with the AI and farms is supposed to be in the first place.
End of qrtxian's quote

I don't know either. The AI does a satisfactory job from what I've seen.

Reply #573 Top

It's the auto-upgrade and the food multiplier tile that messes up the AI.

Basically the AI will happily research and auto-upgrade all the way to the end of the Xeno Farming line of improvements, regardless of its situation.  If it has two or even three farms on a planet, it will upgrade all of them to Advanced Farming at (by default) +7mt a go.  If it builds just one farm on a bonus tile, then a massive population cap is similarly the result.

This in turn creates a very unhappy population which are easily conquered using the propaganda tactic.  But also, it pulls down the AI's approval rating, which it then attempts to fix by reducing taxation.  The AI doesn't actively consider other strategies like filling up transports or just considering the median approval rating (what its approval is on the vast majority of its normal-population worlds) when deciding on a tax rate.

That's why in most cases it's best to make farms a one per planet improvement and a percent bonus to food rather than an addition.

Reply #574 Top

Ok, that makes sense.

Reply #575 Top

Hmm, you know I wonder if it's possible to have a negative food modifier.  You could have factories powered by biofuel. :D

That being said, I think the AI would have an even more difficult time figuring out what to do with those.