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  #1  
Old February 27th, 2003, 12:30 AM
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Default Re: AI CAMPAIGN ; Released

I still do not understand why you discarded the idea of AI-only build-in atmospheric converter. There is no danger humans can get this tech and the time it takes to convert atmosphere can be made close to the one we expect would require humans to research and utilize AC I Say, for example 300 turns ? Or even more if neccesary.
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Old February 27th, 2003, 12:52 AM

JLS JLS is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
I still do not understand why you discarded the idea of AI-only build-in atmospheric converter. There is no danger humans can get this tech and the time it takes to convert atmosphere can be made close to the one we expect would require humans to research and utilize AC I Say, for example 300 turns ? Or even more if neccesary.
I think your Idea of the atmospheric converter is a good one, I did not discard it
I am just concerned that some important AI specific facilities won’t change play balance if the planet is captured by a Human Player; in Human Multiplayer games. Actually I was thinking Last night that some Engineering races for example Praetorian and Toltayan even Possibly Norak could be directed on a fast track toward your suggestion!
What are your thoughts?

[ February 26, 2003, 22:58: Message edited by: JLS ]
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Old February 27th, 2003, 02:07 AM
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Default Re: AI CAMPAIGN ; Released

Well, suppose human capture a planet with such facility. So what ? It either would take years and years before atm. change (early-middle) game or human' atm. converter is likely to be researched and at most you save its construction cost. The key is to calculate the non-unbalancing conVersion time. Sorry, I don't know that
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Old February 27th, 2003, 02:36 AM

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Default Re: AI CAMPAIGN ; Released

Quote:
Originally posted by oleg:
The key is to calculate the non-unbalancing conVersion time. Sorry, I don't know that
With Computer Player bonus set at None.
The AI resources nets starts to degrade well after 2000 turns for some, but really starts about 3000 to 4000 turns for most AI's. Degration depends on available planets for that AI to still colonize, what the AI Strategic State is or has been for that AI player at that specific time frame along with some other variables.
It usually starts with races that are not Resources oriented, for example the Eee AI, who does well by virtue of Research but after 2500 turns; Eee starts to drop from the leaders, this however doesn’t imply that the Eee will get exceptionally weak though. Eee, also uses Stellar manipulation quite well and if it gets the opportunity, may peacefully bounce back.

There are ways to retard degradation, by use of late and well timed AI Urban Center upgrades along with alternate Planet Colonization also lowered maintenance on there late high end ships is an option that I really am trying to stay away from, but is a viable late game throttle. Of course, all this would be after Extraction upgrades have been exhausted.
To name a few.

[ February 27, 2003, 05:44: Message edited by: JLS ]
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Old February 27th, 2003, 07:04 AM

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Default Re: AI CAMPAIGN ; Released

Another draw back with a General AI-only build-in atmospheric converter would be that AI-Gas and to a lesser degree AI-Ice type races may be at a disadvantage since they may have less planets early, not realizing the numerical sudden facility impact as the AI-rock type races.

Our challenge as I see it, is to have the AI Player not too dynamic but more diverse.
In other words:
Eee relies on science hence stellar manipulations for its late growth.
Xiati is a schemer so we could get there settings and political files to pounce on there unsuspecting allied much weaker empire in more games.
Engineer races to exploit Planetary Utilization for there late gains.
Merchants and Politicians to some degree, to stay with growth curb thru trade (Political Savvy=high) so as they and there partners grow they all share in that growth.
Violent races take what they want when they want and more when needed.
Xenos purge and re-colonize.

Suggestions and elaborations on above examples are encouraged.
~
There are other race culture types that require a doctrine as well.

What about Zealots, Artisans and Renegades what kind of doctrine should we assign them.

[ February 27, 2003, 05:50: Message edited by: JLS ]
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~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #6  
Old February 27th, 2003, 06:57 PM
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QBrigid QBrigid is offline
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Default Re: AI CAMPAIGN ; Released

Quote:
What about Zealots, Artisans and Renegades what kind of doctrine should we assign them.
I believe Renegades should have personalities and doctrines like TROLLS!
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Old February 28th, 2003, 06:58 PM

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Default Re: AI CAMPAIGN ; Released

What do you mean by AI Strategic State is in?
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