New version out. I'm happy with it for the moment
AIP8 Logistics Fix
Basic Logistics
AI to -10
Enhanced Logistics
Category to Pure Research
ID to Industry
Advanced Logistics
Category to Pure Research
ID to Industry
This gets AIP8 to 3 levels of logistics without trouble. Because basic logistics is still Purple the entire group appears as normal.
This fix was applied to great effect to all AIP8 techtrees.
TechTree.XML
XenoMystesism
AI 15 to 20
XenoBrainWashing
AI 20 to 5. Not their thing.
LawsOfKrynn
AI 20 to 55
OrderOfKrynn
AI 20 to 55
TheWay
AI 20 to 55
InterstellarMissionaries
AI 10 to 55
Category Culture to Pure Research
KrynniacConversion
AI 10 to 55
Category Culture to Pure Research
KrynnianDisciples
AI 10 to 55
Category Culture to Pure Research
XenoIntimidation
AI 30 to 5
IndustrialStarbaseConstruction
AI 10 to 15
OrganicMaterials
AI 20 to -10
OrganicHulls
AI 30 to -10
SelfheaingHulls
AI 30 to -10
XenoIndustrialTheory
AI 20 to 25
XenoFactoryConstruction
AI 20 to 25
ManufacturingCenters
AI 10 to 20
IndustrialSector
AI 10 to 5 to 10
Scientific Method Implementation
AI 25 to 35
Advanced Philosohy
Category Research to Pure Research
Greater Enlightenment
Category Research to Pure Research
Deep Level Trances
Category Research to Pure Research
Exceptional Conscienceness
Category Research to Pure Research
InvisibleHand
AI 20 to 55
WarProfiteering
AI 35 to -10
WellnessFalls
AI 30 to 35
DarkEnergyResearch
AI 30 to 35
Category Military to Pure Research. (This prevents research inflation... i think)
Krynn
StarFed
AI to 55
Xeno Farm Construction
AI to -10
Korath
InterstellarConstruction
AI to 120
AdvancedHulls
AI to 120
Medium Scale Building
AI to 120
Artificial Gravity
AI to 20
Xeno Engineering
AI to 20
SlavePits
AI to 55
SlaveCanyons
AI to 120
EnhancedSlavelings
AI to 120
ArtificialSlavelings
AI to 120
Xeno Farm Construction
AI to -10
Xeno Farm Construction II
AI to -10
SoilEnhancement
AI 10 removed
HabitatImprovement
AI 10 removed
Terraforming
AI 10 removed
Drengin
Xeno Farm Construction
AI to -10
Xeno Farm Construction II
AI to -10
Summary:
Krynn
Should be annoying neighbours. They don't militarize as quick as the other but any planet in their territory will be difficult to keep.
Korath
Still useless but at least they build up their planets better and they'll have some bigger ships to annoy you.
Iconians
Strong. Very strong.
Thalan
Meh. Thalans are hard to play so small wonder the AI has trouble too. They could really benefit from some +pop research and on occasion they do. If they grab enough planets they'll do well enough.
Drath
With some logistics under their belt they're doing much better. Once wars break out these guys will be dangerous.
Korx
Seem alright and do what they need to do.
Terran
As generic as they come. All they needed was logistics. What does set the Terrans apart in play style? (I'm tempted to make them go nuts in their propulsion tech).
Drengin
Wicket now. They'll get all they needed just fine.
Altarians
Seem to do well. They terraform properly and if they take the time to get into Xeno Mystesism they'll be well off.
Arceans
*Sigh*. Do alright I suppose but it's their lack of planets that kill them. Personally, I'd give them much more +PQ tech to really turn them into a "turtle" race with immense fortress planets.
Torians
Get their +research tech now and a bit more morale certainly didn't hurt.
Yor
It took a bit of doing but the Yor will generally get their farms and +pop tech before setting foot past Xeno Engineering.
All done. Have fun testing.