Hi!
Planet management: The AI can't build decent planets. Way too few factories, so they are constantly underdeveloped. They put embassies on tiles with bonuses for research/manufacturing. I have yet to accidentally culturally conquer an enemy planet where I felt they had made a good job making the planet useful. |
Just finished my first large game with all-geniuos AI. I can confirm those findings. Lots of conquered planets had about half of tiles covered with either factories or embasies. The AIs on those planets were Altarians, Iconians and Drath. I had to mention I had 3 influence resources, but only one was developed to 44%, other two were just weapons and defenses. My cultural border
never went over any AIs' planet - well, in late game, when I've been invading their biggest planets.
I'd like to point on a somewhat strange behaviour with AI building ships. It is OK they build some ships to defend, or to present them more strong, but some of them just exaggerate with that. Usually Drengin start that arm's race, and others follow, regardless of the seriousness of the threat (proximity of the Drengin). I'd like to suggest you to make AI check for how dangerous is in fact the threat, and then respond properly.
By properly I mean not to just crank out some ships. AI should check the designs in orbits of known opponents' planets (I see them, so I suppose they can see them too), and "ask" itself how it could build better ship, if it'd need one. Maybe not only one design, but more of them: a short term winner ("he has
that, I'll go with
this) and med term (he's going
that way, so i'll go
this one), and wents after proper tech(s). With med term goals it should also adjust social building queues for more factories or research.
IMO such kind of behaviour would reflect the way we humand solve such problems, and would allow AIs to avoid many dead-locks they seem to meet when "making decisions".
Just my 2c. Such changes in the AI code are likely out of scope for the current GC2 game. But maybe for GCx?
BR, Iztok