Re: -4 police penalty for FM. Yeah, what Blake said . Seriously, a couple of additional points. When Zakharov discovers D:AP he's going to build a lot of penetrators; that's just what the AI does. Penetrators cause unhappiness. AI-Zakharov can't do anything about that even if the police settings for Fundy and Power are changed. So if you leave the police setting for FM at -5, AI-Zakh can't run FM after D:AP.
Secondly, (& less importantly) in a normal SP game I'll get the Ascetic Virtues, which means that I'm running Dem/FM at -4 police anyway - it's only the AI's that have to run it at -5. So I figure it doesn't make the game any easier if I set FM at -4 police, increase pop limits with a hab complex to 16 or so, and remove the AV from the game. (I don't like it anyway, why are you using minerals to build a state of mind?)
Interesting changes to Dem, PS, Fundy, Planned, and Green. They all make sense for their purpose. I particularly like the change to Fundy - shades of Civ II Fundy! - in the context of the AI's playing styles. And I think something needs to be done about Green in any case, since AI-Dierdre rarely uses it and I don't find it advantageous (until the very endgame, or in a war) when playing the Gaians. I was only thinking about giving the Gaians and the Cult Robust: Green or Impunity: Green, though.
Regarding the AI's priorities: I don't doubt that the AI will play most competently with settings of Build/Discover/Explore, although it is possible that that would cause the Gaians to stop building bio labs and centauri preserves. However, factions like the AI-Peacekeepers, the AI-Angels, and the AI-Hive show that it's possible for the AI to be a competent builder with only two priorities, and I'm willing to take the hit in AI competence for the more distinctive AI's, such as a Miriam who won't build Planet-friendly facilities even when she needs them.
Secondly, (& less importantly) in a normal SP game I'll get the Ascetic Virtues, which means that I'm running Dem/FM at -4 police anyway - it's only the AI's that have to run it at -5. So I figure it doesn't make the game any easier if I set FM at -4 police, increase pop limits with a hab complex to 16 or so, and remove the AV from the game. (I don't like it anyway, why are you using minerals to build a state of mind?)
Interesting changes to Dem, PS, Fundy, Planned, and Green. They all make sense for their purpose. I particularly like the change to Fundy - shades of Civ II Fundy! - in the context of the AI's playing styles. And I think something needs to be done about Green in any case, since AI-Dierdre rarely uses it and I don't find it advantageous (until the very endgame, or in a war) when playing the Gaians. I was only thinking about giving the Gaians and the Cult Robust: Green or Impunity: Green, though.
Regarding the AI's priorities: I don't doubt that the AI will play most competently with settings of Build/Discover/Explore, although it is possible that that would cause the Gaians to stop building bio labs and centauri preserves. However, factions like the AI-Peacekeepers, the AI-Angels, and the AI-Hive show that it's possible for the AI to be a competent builder with only two priorities, and I'm willing to take the hit in AI competence for the more distinctive AI's, such as a Miriam who won't build Planet-friendly facilities even when she needs them.
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