The AI is good, better than any game AI except Chess but if you expect it to beat your ass, game after game, you might be disappointed. After playing a while you will start to notice weaknesses. At intelligent and above it generally does a good job of keeping up with you in terms of development of economy,military etc. I can out develop the AI, but it is done using somewhat cheesy customised economy/pop race + colony rush but otherwise it seems to out develop me most of the time.
Richrf
I was actually referring more to the problem of taking into account diplomacy when deciding to go to war. Human players don't, for good reason. As I said before tech trading is not a big problem in principle.
It's easy not to be, because it doesn't seem to be game-breaking, but it's the big reason that tech trading has been such an issue, to the point that there's a No Tech Trade button in 1.1. If you fix this problem and force the human player to accept deals, you might start seeing what it's like to be the AI facing a human. I'm not saying i
The colony manager, is the ultimate expression of the spreadsheet game, if correctly done, you will spend 95% of your time in that single screen.
As far as I can tell, the best strategy hence is to pick the evil option as much as possible , and then ensure that you have sufficient cash (about $2,500), when researching xeno-ethics and switch to neutral. If you intend to choose good (for whatever reason), it makes sense to quickly research xeno-ethics to end all the moral choices, since those tend to be bad for you if you choose good. You might choose neutral and then pay $$$ to select good, Some of the neutral options might be
How do you reset the other settings? Those involving abundance of plants, stars , annomiles etc? I want to play the settings as intended to give the AI the best chance.
I actually tried neturality learning center, yeah it's better than a discovery sphere, but by then i was winning already. You have to build each one manually, I'm not sure if it's upgradable from the normal research improvements. Is 'rushing' to Good/evil/neutrality and exploiting their advantages a viable strategy?
the PQ of a planet is the number of usable tiles. before any soil enhancement, habitat improvement, or terraforming that planet was a pq10 world. . Are you sure? The yellow tiles are those that are available after soil enhancement right? I checked, that when my planet said class 10 (before selecting netural), there was really 10 usable tiles (i
The moral choices you get sometimes without colonizing (i.e. the random choices inbetween) are always global. Hmm I haven't seen this.
Might as well ask more questions. 1) What branch of weapons do you need to research to get nanorippers? 2) What does creative do? Does it give you more tech? more super projects? More trade goods? 3) What does the PQ racial ability do? Does it give you more usable tiles like the alignment question seem to do? Or is it merely a increase in PQ on paper for population growth? 4) I read on the forum some people with insanely high PQ colonies. How is that p
Some other odd points. Netural = 'Upgradable tiles are made instantly available'. I have this planet class 10. I count the number of tiles available it is 10 (including some in yellow+orange). I inteprete the above as saying if I choose netural, it is still a class 10, but I don't need to do soil erosion , terra forming etc. But instead, I notice my planet jumps to a class 13! When I go in and see, lo and behold i have 13 usable tiles??? <b
Please help with the following questions. 1) What exactly are the same weapons and defenses of Good,evil,neutral? Where exactly do you find the much talked about nanorippers (missiles??)? What's the prequisite tech? Can someone list all the unique techs, their effects and prequisite tech? The tech tree available in game is useless because it doesn't show the specs! 2)When you get all those moral questions in response to colonisation are the effects global or just applied t
This is one of the three biggest asymmetries between a human player and an AI player: a human player can always click "Reject." The second big asymmetry is that a human player will tend to trade, and especially tech trade, constantly, while the AI does it only occasionally. I disagree that human player tending to trade frequently is a asy
Hmm I tend to specialise worlds.
Yes, certain AI:s, terran for example, would benefit from valuing diplomatic techs alot more. While others, for example drengin, should keep ignoring them like they already do and focus on what's IMO important, cooler looking guns and bigger hulls. [Ensign] [Yor] [Tough] From the gaming point of view, if the drengin don't care about dipl
Note sure if you're quoting me here, but I never said that. I said the AI should know how to play with all the difference aspects of the game, in order to give the human player a well-rounded challenge. No offense but I think the implication was there. when you talked about a an AI that wasn't centered around trying to beat the human.<br
That's like saying that if they all prioritize military then their militaries cancel each other out. That's true in a sense, except again, military forces work equally well against the humans. Your point was I believe about computer AI exploiting other AIs using diplomacy, and that obviously doesn't work if they all start using it more so
When my empire grows beyond a certain point in size, I start to spend a lot of time in the colony manager screen. I just read through the 17 page thread on minor tweaks, and a lot of them involves adding more information to the colony manager screen. So to avoid them getting lost in the crush I list them here one by one. Each colony row should show the following info 1) Tile related a) Number of unused tiles OR in area for social project show 'No space left'.<br
Some ideas 1) Governer's auto upgrade of tiles - Right now once you complete researching say soil enrichment, all colonies will start upgrading them, even for brand new colonies with tons of space. It almost never makes sense to upgrade these tiles to usable status unless you have no other tiles left to develop. E.g You have 2 tiles left, 1 is usable , 1 is in yellow (you need soil enrichment). It always makes more sense to develop the 1 tile with factory or research lab
I set the Drengin to tough. This is their best game without getting freebie money and such. Only around 5% of users should be able to beat it at this level. This is what I expected. Somehow I don't think the 5
This explains a few things. Ever since I read that 1.1 beta 4b included the new "gang up on the aggressor" protocol. I've played a couple games where I would have a military just big enough to be left alone and then aggressively "attack" with influence star bases. To date, not one AI has defended against the ISB's. Of course, before I go spamming them, I've researched thro
My experience. V1.0 - Game 1 Played at 'normal' with humans customised as research race got trashed. When the AI came down on me like a hawk while i was trying to turtle. Game 2 Played at 'easy', with custom race, gave up midway when i found myself overwhelmed. Thought to myself, the AI is really really good. Got humiliated, despite being a veteran of turned based games since the original civilization, master of magic, master of orion etc. I won all
That's a good point. However, the AIs would still get diplomacy bonuses when dealing with each other (I assume), so neglecting the diplomacy branch for such a long time does not make for a very realistic/holistic AI (i.e. one that fully knows how to play the game, not just how prevent the human player from winning). I don't think the AI i
Huh? I thought stellar cartography only shows the stars, not the planets.