Re: Default_AI_Planet_Types
Devnullicus,
Tend to agree with your underlying assessment, that the structure of the files makes it hard to optimise AI production.
I have spent a fair bit of time on it with my Klingons and Romulans, but, at the end of the day you still occaisionally end up with planets with 57 minerals being Mining Colonies due to the auto-mining colony rule once maintenance exceeds production. The other problem is that you are limited to setting of 101 for minerals, organics and radioactives (my observation is that any value lower than 101 results in mining colonies automatically).
With respect to the ConstructionFacilities files, I think that these can be tweaked sufficiently to ensure that the AI does sensible builds.
Anyway, it would be nice if some more time was spent on this aspect of the AI files.
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