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My proposed changes for Strategic AI:
1. AI never creates new bases
2. AI can make bases up to the size of the largest player or AI faction (possible default)
3. AI is not restricted and will expand based on resources. AI will make new bases when it runs out of stuff to racketeer.
We need an option 2 for players who take a long time to get off the ground. We need expansion to make the game more interesting late game and make the AI more of a strategic threat.
AI expansion can either be though:
1. Bandit Bases defecting (if there are more than ~5 free Bandit Bases on the map)
2. The AI launching a Base Attack on a bandit base, then annexing (this would be very cool to see in-game!)
3. AI randomly placing a new base in open territory. (I don't like this, this may get messy)
1. AI can build (proposed default for Turf Zero and Strategy)
2. AI can't build (proposed default for Turf)
3. AI can build once players have grown to a certain size
AI would build roads and zones if it has adequate money and has reputation
The AI can be taught to lay down roads and zone land. There is already a buildRoad function in lua, and it would be trivial to script lot zoning. It also gives you more stuff to capture. This would also make Turf Zero super interesting
As with all posts in this thread, consider this a rough plan, subject to change and time constraints.
1. Factions should be visible from the "players and diplomacy" screen.
2. A faction works as a mutual alliance block. DoW'ing a member DoW's everyone.
3. Players are free to join a faction. Joining weaker factions gives a reputation boost. Players can also play independently.
4. Faction members pay a fee that is redistributed to all members.
1. Strategic buildings are placed around the map. These function similar to bandit bases, they have enemies inside and can be captured.
2. Holding the building gives a bonus to all faction members
3. The building can be captured by another faction after being held for ~10 minutes.
1. Gunplay improvements, enemy improvements and more enemy variety - EDIT: Implemented in Patch 1.3.0 and is now live
2. City management improvements (power & water utilities, highways)
3. Possibly railways (would also serve as a fast-travel system, depends on how on schedule I am) - Cancelled - will be in Turf 2 instead
4. Some more missions & achievements are planned - Achievements brought up to date in patch 1.5
1. Bandit Prison control point update - DONE
2. Make world-map mod use biomes
3. ????? update (its a secret oooooo, but it'll be big)
4. Some more abilities (such as an Athletics perk) and achievements
And the biggie
5. Finish and ship Turf 2 (when its done, probs no earlier than late '24)