Background
A few years ago I experimented with trying to "convince" the AIs to build boreholes, however after trying several different approaches and tangents I came to the conclusion that there is some hardcoding in place which prevents the AIs from building boreholes. At that same time I assumed the same was true with the AIs being precluded from planting forests, however this turns out to be an error: recently I was experimenting with giving AI factions free Hybrid Forests in an attempt to give them a good mid-game boost. After playtesting the scenario for about 50 turns I opened the game up in Scenario Editor and much to my surprise the AIs had planted forests all over their domain! After a little experimentation I concluded that increasing forest nutrients to 2 "convinced" the AIs to plant forests.
Advantages
Forests are now a huge advantage for the AI in the early game: previously the AIs would have a terraform pattern of "Farm + Solar Collector" (2/?/2) or "Farm + Mine" (1/2/?). By now having a worked forest tile give 2/2/1, and AI with 3 citizens can get 6 Nuts and 6 Mins, with the end result being they can chunk out some serious CPs and experience significant early game growth. Also, for the mid-game, because the AIs build Tree Farms and Hybrid Forests in their cities regardless of whether there are any forest tiles in the base radius, they will now receive the benefits of these base facilities.
Disadvantages
Because of increased nutrients early in the game (at least for human players who typically practice Forest-n-Forget) there is now a tendency for early drone problems. However looking at this from a slightly different perspective, why this puts more emphasis on researching Social Psych (as opposed to the traditional beeline for Industrial Automation). Another drawback is that this unbalances some of the AIs, as follows:
- Morganites AI doesn't enjoy the same level of advantage in the early game because of their pop limit of 4.
- this would leave aquatic AIs in the dust.
- this is an advantage for the Spartans in that they can more quickly overcome their -1 production.
- Since human players can manage specialists better than AIs, then because nutrients are more plentiful humans can dedicate even more of their citizens to specialists (although a lot of human super-science cities are completely supported by crawled nutrients anyways)
- The Cycon and Hive eat this up (pun intended ) and do quite well, however if a human were to play either of these factions it would probably make the game that much easier.
How to make the change
1. On your computer navigate to your "Sid Meier's Alpha Centauri" subdirectory and open the alpha(x).txt file (alpha.txt for SMAC, alphax.txt for SMAX) via Notepad.
2. Save off the default file as "alpha(x)_bak.txt.
3. Press "Ctrl F" and locate the entry #RESOURCEINFO
4. Below this there will be an entry "Forest Square, 1, 2, 1, 0,": change it to "Forest Square, 2, 2, 1, 0,".
5. Select "File", "Save As", and save as "alpha(x).txt".
Enjoy!
D
A few years ago I experimented with trying to "convince" the AIs to build boreholes, however after trying several different approaches and tangents I came to the conclusion that there is some hardcoding in place which prevents the AIs from building boreholes. At that same time I assumed the same was true with the AIs being precluded from planting forests, however this turns out to be an error: recently I was experimenting with giving AI factions free Hybrid Forests in an attempt to give them a good mid-game boost. After playtesting the scenario for about 50 turns I opened the game up in Scenario Editor and much to my surprise the AIs had planted forests all over their domain! After a little experimentation I concluded that increasing forest nutrients to 2 "convinced" the AIs to plant forests.
Advantages
Forests are now a huge advantage for the AI in the early game: previously the AIs would have a terraform pattern of "Farm + Solar Collector" (2/?/2) or "Farm + Mine" (1/2/?). By now having a worked forest tile give 2/2/1, and AI with 3 citizens can get 6 Nuts and 6 Mins, with the end result being they can chunk out some serious CPs and experience significant early game growth. Also, for the mid-game, because the AIs build Tree Farms and Hybrid Forests in their cities regardless of whether there are any forest tiles in the base radius, they will now receive the benefits of these base facilities.
Disadvantages
Because of increased nutrients early in the game (at least for human players who typically practice Forest-n-Forget) there is now a tendency for early drone problems. However looking at this from a slightly different perspective, why this puts more emphasis on researching Social Psych (as opposed to the traditional beeline for Industrial Automation). Another drawback is that this unbalances some of the AIs, as follows:
- Morganites AI doesn't enjoy the same level of advantage in the early game because of their pop limit of 4.
- this would leave aquatic AIs in the dust.
- this is an advantage for the Spartans in that they can more quickly overcome their -1 production.
- Since human players can manage specialists better than AIs, then because nutrients are more plentiful humans can dedicate even more of their citizens to specialists (although a lot of human super-science cities are completely supported by crawled nutrients anyways)
- The Cycon and Hive eat this up (pun intended ) and do quite well, however if a human were to play either of these factions it would probably make the game that much easier.
How to make the change
1. On your computer navigate to your "Sid Meier's Alpha Centauri" subdirectory and open the alpha(x).txt file (alpha.txt for SMAC, alphax.txt for SMAX) via Notepad.
2. Save off the default file as "alpha(x)_bak.txt.
3. Press "Ctrl F" and locate the entry #RESOURCEINFO
4. Below this there will be an entry "Forest Square, 1, 2, 1, 0,": change it to "Forest Square, 2, 2, 1, 0,".
5. Select "File", "Save As", and save as "alpha(x).txt".
Enjoy!
D
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