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Old August 9th, 2009, 03:19 PM
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Arralen Arralen is offline
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Default Re: Attempting to improve the AI for Proportions 3.05

Ok, obviously there's lot of room for improvement on the AI for Proportions:

I did a test run, all 15 AI in a large galaxy, simultaneous game. I looked into the AIs turns on 2400.1, 2400.5 and 2401.0. I've attached my notes in pdf format.

- lots of AIs do not build proper scouts, but missile attack boats with 1x CSM and 2x std. ion engine: those ships run out of fuel before reaching the next WH ...

- most AI do not manage to research the colonisation tech 10, adding to many expensive techs "in between"; presumably to have some difference between the AI players, some of their research scripts have the same research topics listed in different orders. Sadly, it looks like those lists haven't been adjusted for the vastly different tech costs in Proportions.

Amon'krie are the only ones which (mostly) get things right (colonisation tech 9 on the 10th turn, 4 systems explored), showing that it is possible for the AI to be competitive - after all, the human player only manages to get to col tech 10 in turn 10 because he can rearrange the research queue, what the AI is unable to do.

- Troop transports and cargo tech shouldn't be build/researched before colonisation is possible, as those are basically useless before then.


=> Sadly, it looks like that adjusting the initial research of the AI will make all AI basically act the same during the first 10-15 turns, as there are limited options to choose tech because of prerequisites and costs.
On the other hand, interactions between human player(s) and AIs are very limited during this time frame, too, therefore this shouldn't be too much of an issue...
Attached Files
File Type: pdf AI expansion check.pdf (8.4 KB, 385 views)
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