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  • #16
    So, I’m at home now and can post my dev plans.

    I play as modified Humans (so-called SOVIET FEDERATION)

    My picks are:

    Bioharvest- superior. (I’ve experienced some problems finding fertile worlds in my previous games)
    Research- poor
    Creativity-original (It is better to get slowly, but get more)
    Economy- specie (I lead the Communist Empire, not some kind of greedy Capitalist bastards )
    Accuracy- poor
    Reflexes- poor
    Toughness- poor. Who need those ground battles, if you can bomb those fricking bugs to pieces from orbit.
    Government Type- Absolutist (Long live comrade chairman )
    Starting planet mineral richness- poor. (There have to be rich mineral deposits somewhere near anyway)
    Starting planet biodiversity- similar. (Who need fertile starting planet if you are superior farmer?)
    Citizenship- Loyalty (Every citizen should work for glorious communist future, or else KGB mental hospitals have plenty of free rooms. )
    Yeah, yeah I know, I’m evil. So what?
    The rest is original humans picks.
    Seriously speaking I was trying to make my Empire more tolerant to enemy spies mostly and to be honest I did. I had two leaders. First died because of age, (rest in peace comrade, you did great diplomatic job for me and served for me during very long time). Second is still in my council and I’m on turn 140. And I’m start to kick buts.

    So, my playing style is builder- first I improve planet in anyway possible and only then start to build up military force. I didn’t have serious conflicts mostly because of my two leaders. Each on of them had perk- diplomacy +20. My luck. I have three allies and those guys really loves me Casus bely is very high. The rest members of council are at friendly and neutral towards me. The only exception is fricking Silicoids. Those bastards hated me from the beginning. Sure my people felt the same about those talking crystals. I was able to improve attitude of other races toward my people dramatically through trade, research and my peaceful behavior, but even didn’t make a try to improve relations with Silicoids because it’s useless waste of time. Some species just can’t be friends. Guys who think that humans and huge fricking machines, as Meklars for example could be friends should really watch Terminator or the Matrix. Damn, I could spend hours describing diplomacy, how I raised the bill about trade sanctions against Silicoids when they declared war on me (bad luck, I was unable to extract my spy, who stole every Silicoid tech that I didn’t have (3 tech, to be exact) and those fricking Crystals considered this as act of war. Pretty sensitive bastards. They were looking for reason to justify their agression, it's obvious. Like my KGB officers didn’t catch walking rocks that tried to pretend to be humans almost every turn. Stupid rocks, they will pay for this soon ) and then raised embargo against them. Now they are in complete economic isolation (they were begging for forgives few turns after, but members of senate just laughed in response) and I think I could easily raise the bill about declaration of total war against them. Damn, I really should start to talk about my DEA dev plans.


    So, my style is builder, I play Medium cluster galaxy, modified humans, medium star lines- many, specials- average, random events normal, and 8 opponents. I have those dev plans for my planets:

    All planets: 1- Infrastructure. 2-none, 3-none.
    Red Ring: 1- terraforming, 2-Mine, 3-none
    Yellow Ring: 1- terraforming, 2-Mine, 3-none
    Green Ring: 1-Manufacture, 2-none, 3-none
    Sweet spot: 1- Manufacture, 2-none, 3- none
    Mineral Poor: 1-none, 2-Manufacture, 3-none
    Mineral Rich: 1-Mine, 2-none, 3-none
    Low biodiversity: 1-none, 2-manufacture, 3- none
    High biodiversity: 1-none, 2-farm, 3-none
    Large: 1-manufacture, 2-none, 3-none
    New: 1-Infrastructure, 2- Government, 3- none.

    That’s all. As far, (turn 140) it did quite well. I have some fully developed core planets that switched to produce battleships, because all possible improvements already build there and If I’ll discover something new my VRs will automatically change production to create those new improvements (as my "All planets", primary- Infrastructure tells them) and it will took very short time consider industrial might of those fully developed planets and makes them only stronger.
    So, I’m happy with my plans, and I’m returning to the game.
    I have some talking stones to crush.




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    • #17
      I dont believe you Serb! If you have time to write such long articles, you must not enjoy the game as much as you say you do

      Anyway. I see you put Farming on High Biodiversity planets. But High biodiversity doesnt mean the planet is fertile! It could, and in my case often is, be subsistence fertility!! I have not seen any DEA Plan for FERTILE worlds. Is there any?

      ANother question: What about the ground troops? Do your VRs build tons of Hackers and other specialists? How do you stop THIS?

      BTW... I got quite used to having to obsolete stuff. Sadly it doesnt work with ground troops...

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      • #18
        Originally posted by Daz
        I dont believe you Serb! If you have time to write such long articles, you must not enjoy the game as much as you say you do
        It was long? Well, I guess it's my off topic formum legacy.
        Anyway. I see you put Farming on High Biodiversity planets. But High biodiversity doesnt mean the planet is fertile! It could, and in my case often is, be subsistence fertility!! I have not seen any DEA Plan for FERTILE worlds. Is there any?
        I'm just making my first steps with the game and I don't have answers for all your questions. I posted what I found works for my playing style. Why no plans for fertile worlds only for high biodiversity? I thought about this too. What if planet is high biodiversity but toxic? It would be stupid to produce farms there. Then I said too myself- and what for do I need such planet? There have to be a reason why I would want such planet to be colonized. The only reason for me to colonize such hostile (red ring planet) is minerals. So it means that this planet will be classified as Mineral rich. On the other hand if normal planet (green or Sweet spot) is also high biodiversity, then there is nothing wrong if it build some extra farm.
        Also I forget to mention that I switched my regional policy from "balanced" to "specialized" when I had small stokpile of resources.

        ANother question: What about the ground troops? Do your VRs build tons of Hackers and other specialists? How do you stop THIS?
        Yes, they do. How to stop- manualy. On my planets where local industry isn't strong enough it's the best what they could produce. If mining planet will start to produce my modern battleship it would take huge amount tof turns to complete and when it finaly finished it will be already obsolete. VR of planets with strong industry put warships in their military queues themselves. (But I still watch them )

        *left to kick some Silicouid crap...

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