Tried an extreme end of this config on normal, ellipse Huge galaxy but 99 stars (AI performs better with more planets and buffer space)
All factions were running under AI control to compare them all (and Phidi have been performing clsoe to Human so can serve as benchmark going forward)
Uploaded: game_8351
target_navy_investment=0.95
elseif empire.ai_state.strategy_cards?.rush
target_navy_investment = 0.9
elseif empire.ai_state.strategy_cards?.tech
if war
target_navy_investment = 0.85
else
target_navy_investment = 0.75
end
else
if war
target_navy_investment = 0.95
else
target_navy_investment = 0.85
end
end
local credits in empire
if credits > 5*psuedo_income
target_navy_investment=max(0.9,target_navy_investment)
end
Humans, Gremak and Tinkers performed the worst - these are the usual suspects expect for Tinkers
Here are my findings for Tinkers:
- Yes: AI attacked Marauders and suffered defeat loosing ships and beign raided at the same time
- Tinker AI did not attack pirate planet and single Light Cruiser altough they wastly outgun them (did not capture planet due to this) This was one of their biggest flaw as it has pulled a break in their expansion (the system effectively blocking them from spreading out)
- Asteroid Outpost production progress lost when AI changed planet build
- Too many factories are beeing built and too quickly (2 factories on a new building)
- Tinkers build 2 facotries on new planet with minor (rebelling pop) instead of market already being available)
- Tinker scout has extra munition and anti missile - replace extra munition with Research Station (not researched yet)
- AI producing ship even though metal is running negative (too many factories)
- AI can run a negative budget and needs to scrap ships next turn withouth stopping producing new ships or factories (two new factories being built under negative budget instead of market or coin focus and one the planets is newly colonised and does not have any other building yet)
- Suggest: force AI to always start with farm, mine of Market on the first 2 slots of a new colonies and never with factoy or lab. It should always be farm if Fertility=high, Mine if Metal=High, but Market should always be in the first 2 slots altogehter when researched already
- Tinkers were not refitting Desrtoyers for a very long time (100 turns) (did refit Missile Destroyers) for a tiny amount of Coin 4 (+11 income, 335 reserve)) and Metal 6 (+48 income 642 reserve) after Deflector Research done. Maybe AI does not upgrade below a minimum cost/amount of mount swap?
- Tinker Missile Destroyer does not need extra munition, Tinkers never run out of munition
Please give them armor instead
- Suggest for Outpost to provide +1 Research (or +1 trade) so that they provide a minimal amount of bonus besides range but not enough to exploit them. This would effectively nullify the reasearch outpost spam exploit as well
- Building Scouts (over 2 units) should be prevented for the AI especially now that the cost wear them down much more
Summary: Coin seems to be fine, only Tinkers seem to have been scrapping ships due to runing negative budget (due to above changes to buildup) but even so the Tinkers have pushed through and were not the worst performing faction: they basically brute-force survived with the help of their ships even with low amount of colonies
In the end, military strenght was ok for 2.5 empires (Colonials are almost there
. I think if we hit 3 competitive empires at turn 200 that shall make for stable influx of good mid-game stories (battles and positioning)