This is another attempt at making an alphax.txt file specifically for a waterworld (i.e. >80% water), with the intent of getting the AI to play better in this environment. The alphax.txt file for this game has been heavily modified, with some of the more notable modifications as follows:
- Base defense has been increased to 40%: since the AI is typically on the defensive, then this will assist the AI moreso.
- Farms require Centauri Ecology in order to be built.
- Solar Collectors require Industrial Base.
- Mines require Industrial Economy (I believe it was Maniac who first came up with this idea, in order to encourage the AIs to plant forests instead).
- Forests only take 3 turns to plant.
- ocean squares give a 1/1/1. Still experimenting with this one.
- the worldbuilder section has been unbalanced in order to exclusively build waterworlds. If you decide to use this alphax.txt elsewhere (or rip the worldbuilder from it) it is recommended you use it exclusively for Large/ Huge waterworlds with high erosion.
- Speeder chassis has been moved to New Missile tech: this is to prevent the AI from building bunches of 1/1/2 units in their sea bases. Note there is an amphibious rover available with Nonlinear Mathematics, so you the human can reverse-engineer this to your hearts content.
- Needlejet moves 6 squares
- Copter moves 6 squares
- Gravships move 5 squares, and are now available with Monopole Magnets.
- Hovertanks are now available at Fusion.
- the cost has been reduced to zero for the Clean Reactor, with the end result being the AI will now use this on their chassis.
- Heavy Artillery has been restricted to the infantry chassis only, in order to prevent the AI from placing it onto Hovertank units.
- There are 47 units spread throughout the tech tree. Some of these I'm still experimenting with, while others have definately found their niche (you'll know which ones when you encounter them! ). The other reason for so many is that it pears back the number of poor designs the AI builds (or another way to look at this is that I am using a big cluestick to beat the AI into playing better!). Some of the units are as follows:
- Infantry chassis Former which is immediately available and is cheapened to two rows of minerals: no more encountering an AI 40 turns into a game and the first thing they ask for is Centauri Ecology (meaning they’ve done no terraforming at all!). The AI puts these to good use.
- Aircraft carriers available with Doc: AP.
- Submarines available with Superconductor: in this environment (i.e. a waterworld) this tech is now more than just a side avenue from Doc:AP.
- Robotic Assembly Plant is available with MMI.
- Empath Guild: moved to Eudomania.
- Cloudbase Academy: moved to Monopole Magnets. Because of the CBA's worth (i.e. free aerospace complex in each city), then this, along with the gravship chassis at monopole magnets, now makes for an interesting choice: does the player beeline for MMI and choppers, or does the player now beeline for Monopole Magnets and gravships?
- Virtual World has been moved to Social Psychology: this is an attempt on my part to, um, "water down" the techs involved in the traditional beeline for Ind Auto. Overall I think this is a good change, as it gives the AIs a better shot at it than previously.
- several factions were aquatized for this scenario.
- several factions have been given the “Free Market, nil” option. This I think is a better solution to the issue of the AI not knowing how to employ FM correctly (as opposed to giving a faction impunity to FM).
- the alien Ypunag are originally from the Network Node, and I snagged them via Maniac’s posting in the Creation forum here at ‘poly. This faction has been heavily modified in an attempt to make them into a sincere “alien menace”.