Re: How to test Ideas / How Things Work in SE IV
			 
             
			
		
		
		
		I create a  race with every racial tech, then I create a game with all tech already researched - to test and examine the new components.  Without any opposing AI - just one player.  I have found that  the simulator is good for testing the results of changes to weapons.  
 
When building an AI, I create a game that I save on turn 1.  
I set the Ministers to Full AI, switch off some of the confirmation windows, such as colony types, end of turn confirmation.  
 
Then I run the game and watch the AI I am testing to see how it does against the other AIs. As I make changes I reload the saved game on turn 1 to test the changes. F12 is a useful button .... 
 
then when I think I am done I actually run a low tech game - with no economic bonus in the set up , and include all the main AIs in the game , with each running on full AI and watch and monitor the show. When I do this, I always include my personel Shipset AI to see how it does. 
		
	
		
		
		
		
		
		
			
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AJC
			 
		
		
		
		
		
		
	
		
		
	
	
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