ENDLESS™ Legend

ENDLESS™ Legend

Improved AI
Showing 11-11 of 11 entries
< 1  >
Update: 28 Jan, 2017 @ 8:50am

V1.0 - Initial release of the mod.

- Fixed the value for buildings that add a value per district, so AI can properly evaluate them (happens with all resource types).

- Fixed some values at the empire plan management, so the AI near always choose a plan, and properly evaluates Tier 2 Economics and Tier 4 industry/research (was always of 0 interest) and Tier 4 exploration/expansion (due to a bug, could get unusually high value leaving everything else irrelevant for AI). Tier 2 Exploration/Expansion will get much higher interest when the empire happiness is lower than 100%, getting the max value at 66% empire happiness.

- Added a special value for both techs and buildings to somehow rise AI interest in those tech/buildings no matter what are their necessities.

- Used those values to guide the AI in researching some key techs if they don't have anything similar (of course if the faction doesn't have the tech, they will not have side effects). With each era, they start to get more and more interest in those techs.

- AI will near always end up unlocking a second faction unit (but not the third one), along with the first assimilation expansion, so they will have 4 different land unit designs about mid-game (indirectly makes AI better at combat due to variety).

- AI will have interest on Cultivation/Empire Mint/Public Library techs when they enter Era II.

- AI will have interest on Public Granary/Management Sciences and Alchemy Workshop when they enter Era III, If they didn't get other food/industry/science tech. Along with some globally useful Faction specific techs (necros military upkeep discount or Vaulters Deep Generator building).

- AI will have interest on Plow Factory/National Museum/Highway Outposts when they enter Era IV. Again, Plow factory only if no Food tech was chosen during era III. A few later impact faction techs also start to get interest on this era.

- On era V, AI will start to get interest in Dust refinery if no Era III gold tech, and Statistical methods in Era VI (useful once they start researching Era VI techs).

- On 45 techs AI will unlock Era VI. But will not start researching on them Until they get 49 techs (so they prepare better for the long run). Also once they start completing the ultimate techs, all of them start to get interest so they don't backtrack too much in the science victory.

- AI wont research all the guardians, now they usually end researching from 2 to 4 guardians total. Brigade system get lots of interest from AI from the start (they usually skip it on vanilla AI). AI wont research Security theory never (waste of a tech).

- AI wont research Organized Labor without Unskilled Labor (the stockpile techs), and wont research the second assimilation unlock without the first, same with the approval reduction passives.

- About buildings: AI will have some interest always in key buildings unlocked by the previous techs. Also AI will get interest in some useful faction buildings that they usually skip.

- On unit and heroes design, some minor changes, but the major one is that heroes will choose insignias over everything else for accessory slots, and tomes if they are placed as governors. Now units in general will have decent accessories most of the time, AI will upgrade their designs a bit more often.

- Modified the general units wanted in empire to 80% of the original value that locks the AI doing units all the time. Now they will still do units most of the time, but have some place for other things from time to time. The units need on empire also are increased by game turns more softly, but ends up that the AI want the same total units at end-game.

- AI will grow on war fatigue much faster, so largely useless wars between AIs or against the player (because is a stalemate or the enemy is too far away) will end up in truce sooner than later.

- Adjusted some specific faction issues: Unit need rise on roving clans and forest walkers, they have already a low unit need anyways (to somehow counter the global change). The Allayi will have much more interest on luxuries (they have a combo to make them last longer after all). The Mogawr will not research on ship designs other than their faction ones (they end up not using them if they happen to research any fomorian ship)