sven wrote:markets should be significantly more common as of r38160
Confirmed - AI seems to both reasearch markets early on and build them on their planets
New test game
- Player with Humans
- AI: Gremak and Ashdar
- Oval, small galaxy all default settings
- Normal difficulty
Findings after 200 turns:
- AI progression feels natural, they did not get stuck altogether, have been outperforming the player in research (Gremak) and pop (Ashdar)
- AI had no chance against agressively expanding palyer (but did not attack anymore to not alter their progression)
- Both AIs had difficulties building up their fleet: Gremak lacked Metal and Ashdar has been concentrating on colonisation and also lacked metal
- Gremak has performed better then in other games - problaby due to the market but might also just have had luck when attacking the Ashdars
- Ashdars lost a consdierable portion of their fleet and a colony to marauders - need more ships
- Both Ashdar and Gremak did not build a lot of small ships (4-5), but were trying to go for mid-size
- The low base income seems to have prevented the AIs from building military ships in the first 50 turns
Suggestion:
- The AI build strategy seems to be mostly held back by one aspect in my opinion at this point: they want to build factories on each colony (at least one) and mostly as a first building. This then leads to a lot of time lost while these plaents do not produce any additional metal/food or coin. This strategy of building a factory first works well if they can afford to buyout the building at turn 1-3 but is a huge time-sink otherwise. If they build up their economy haster in early game, they can start building ships earlier as well
- Fleet buildup should also have helped the Ashdard (as they had a lot of coin but but would have needed more ships) if set to 75% at least. This shoudl also make them start building combat ships earlier
- AI would benefit from building more smaller ships (a small increase mihht be enough as they did build a few already, but if Ashdar is going out withouth Light Cruisers, they loose most of theit punch in early-game: maybe they are deprioriatizing because of the high upkeep?)
Regarding build order: I have noticed this tendency of autobuild to always start with a factory. Dont know if you would like to adress this as well be if yes, here are a couple of suggestions from my strategy:
1. When newly coloniswed never start with factory as first building unless: High value production planet (no high metal or speical resoruces but >4 slots) AND can buyout right away
2. When newly colonised AND special resource on planet (Precious metal, supergrain) always start with 1-2 corresponding buildings (as these can be finished in reasonable time and bonus applied)
3. When newly colonised AND Metal=High, then always start with Mine (unles overall food is <10)
4. When newly colonised AND Fertility=High, then alway build Farm within the first two slots (unless overall food<10 in which case farm goes first)
5. Always build at least one market/planet (usually goes into 3rd slot), but start with market when newly occupied planet with conquered pop
6. Lab only to be built when at least 3 other buldings are already there, unless Artifacts on planet, i nwhich case this can be the 3rd building
7. Factory only to be built if planet had >4 slots OR has low metal AND fertility
8. >2 Factory only to be built if planet has >4 slots, and does not have both HIGH metal AND fertility OR special resources