A. Attack undefended or weak resource starbases. This can cause civ-wide chaos for the human player...especially those economy resources. It will also force the human player to stretch his or her available defense force a little thinner...to more uncomfortable levels.
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The AI actually does it, if it is at war. You seem to want the AI to do it, whenever they have a chance to do it, without taking into account whether they want to go to war.
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How many of you have set-up resource mining in the heart of your enemy's area of influence? This is stupid and should not occur so easily. Doing so should cause the AI affected to dramatically increase its aggressiveness towards you, depending on the specific resource involved.
I think you are assuming that influence boundaries = boundaries. In theory it isn't if you read the manual, BUT if you look at some of UN resolutions, some of them do implictly assume this
My problem mainly is that the AI doesn't seem to value grabbing resources. The way i play, early on, I don't grab resources either within 'my area' since colony rush is more important, but once i see a scout in the area and i know the opponent knows about the resource, i quickly send a contructor to grab it.
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C. Undefended human planets need to be RUSHED. The AI attack should always involve a troop transport following up within 5 turns of the orbital attack. Otherwise, the starship attack/battle for supremacy of the planet's orbit has no STRATEGIC purpose and the AI's resources should not be wasted accordingly.
I find it pretty amusing that the way the AI plays early on is pretty defensive in that it tries to stop troop rushes early in the game, but hardly anyone plays like that I think.
D. After 'undefended' planets, planets hosting the human player's Galactic Achievements/Capitals/Trade Goods should be ranked next, provided the defense is exploitable. Use a simple ratio to determine. Take my EYES OF THE UNIVERSE or MANUFACTURING CAPITAL or GRAVITY ACCELERATORS and I will curse the monitor! But I'll also be savoring the thought of some revenge!!!
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You are assuming the AI has tons of spying on you. Eyes of the universe don't do the Ai much good, but i suppose it can piss off the human player... In most cases, the best colonies with the most stuff are the most heavily defended anyway.
F. Beyond those STRATEGIC targets, the AI should seek out TACTICAL victories during war where it can. That means locating, engaging and destroying weaker human fleets. AI fleet logistics should focus on this kind of tactical exploitation.
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Too general. Even a human player would say huh??
3. Otherwise AI fleets should flee superior-sized and powered human fleets. AI fleets should retreat and link up with other ships or fleets to man-up! If the AI can't possibly construct a fleet that can challenge a human fleet (due to an inferior logistics point cap for example), then AI fleets should become as big as possible and congregate together. The human fleet might be able to defeat the first AI fleet, but would the human even attack if the AI had 2 other fleets waiting and in range to counter on the very next turn? Maybe. Maybe not.
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Ah tactical AI. if you take this, then i take that, and you take this then i win by taking this hence you won't take this...
I think in a posting the developer explained why the AI was weak in this area, because it was computationally expensive. It's not like Chess Ai you know, where all the computer needs to do is to render the board pieces and keep track of the rules.
6. AI needs to rush-build GRAVITY ACCELERATORS, TIR-QUAN TRAINING, EYES OF THE UNIVERSE, GALACTIC PRIVATEER, XINATHIUM HULL PLATING...and deny the human player from gaining those if it can. Watching an AI civ build DIPLOMATIC TRANSLATORS or worse, a GALACTIC GUIDE BOOK just makes me roll my eyes in disgust.
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Nothing wrong with diplomatic translators, and they love to built Xinathium hull plating quite a bit (compared to others) i notice. They benefit very little from eyes of the universe, because using all that info is computionally expenseive. I think Galactic privateer sucks though.
Agree about tir-quan training and less so about gravity acceletors. I just wish they put more focus on soldering techs, but all this is moddable.
7. AI needs to diversify their fleets with ALL 3 weapon classes, instead of going deeper down just one line of research. It's too easy for the human player to counter. AI defense research strategy should react to the weapon class of the human player.
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AI defense DOES react to the weapon class. But I think again, limited computional resources mean they redesign a lot less then optimal.
Personally, I find nothing wrong with going deeper down just one line of research.....
8. AI needs to take more initiative to land those ATTACK bonus. Can't stress that enough really. |
Fixed in 1.2. No more first attack bonus.