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As for your points :
1) It's from the base auto-policies, can't really do anything about it
2) I think it's trying to buy improvements that cost special resources (luxs/strats) but you currently don't have enough so it just waits for you to have more without notifying anything.
3) I could change that easily but I feel like food is more universally needed than industry, I have a solution but it wouldn't be ideal, and I have a better fix but it would take way more time to implement so I'm keeping that for now
1)It cannot exit a loop of Infiinite improvements (money\science)
2)Sometimes it just builds nothing for 4-5 turns. Rare occasion, but it looks like it looks for some kind of an improvement type, cannot find it and just waits until you research it (despite you have other building available). I had it in early game where not much was researched.
3)It always sticks to Food planetary improvement, and you cannot even manually override it, next turn it rebuilds it again.
Still I guess I will use it. In really late game it should be a blessing I guess...
Of course until the developers themselves do something about it
1) I gave no Gain to all unique improvements, so my AI Governors will not build them
2) I gave no Gain to Infinite Ind.2Science Conversion and Infinite Ind.2Dust Conversion so my AI Governors will not be stuck with these. Of course this is a very suboptimal solution, but I could find no better one.
3) I gave to all the System Improvements that use Strategic Resources a parallel "FoodStrategic", "DustStrategic".. etc. gain. This way my standard customized AI Governor can´t build them and won´t got stuck.
But I also created another customized Governor that has both "Food" and "FoodStrategic".. and so on so I can switch to this only for specific systems and when my strategic resource production is high enough.
Of course all of this is very customizable. You can create a governor that can spend only level1 strategic resources, and so on...
So far I have noticed no impact on AI Players that, I suspect, use another AI Gain.
<AIGain RessourceName="ScienceGain"/>
<SupervisorGain Name="Science" />
This may appear to sustain the hypothesis that there are two kind of Gains. The AIGain, used by AI Players and the SupervisorGain, used by the AI Governors for the Human Player.
1) AI Players does not use the Gains to decide if something must be built, but our AI Governors do. It seems also the reason why my AI Governor never builds strategic/luxury enhancements.
2) We can put a specific Gain "XXX" on things that we don´t want the AI Governors to build and don´t put that Gain in the Governos (or, more elegantly, put "0" value)
Still not sure of the impact on AI Players of this on the long run. Must modify the Gains and then have a full game to experiment more deeply.
First of all I have changed the name of the gain for some basic initial techologies (Drone Networks, Cerebral Reality, Sustainable Farms, Xeno-Industrial Infrastructure and Puvlic-Private Partnerships). From "Food", "Science", etc. all to "XXX"
Then I started a new game without mods and observed all the races. Everyone started with Drone Networks and one with Cerebral Reality. The second in line was Cerebral Reality or Colony Ships, the thirs Cerebral Reality... Business as usual.
But none of my AI Governors could build anything of these. Instead they all chose Infinite Supermarkets even if the other buildings were available.
Then I used your mod inserting this "XXX" gain. (I beg your pardon, it was only for the sake of Science and Experimenting). And your AI Governor started building Drone Networks.
So... apparent conclusions (in the next comment, because they are very limited in length).
If you do manage to make something work without breaking the AI, do report and I'll give it a go.
Regarding compatibility issues, you´re right, of course.
But l will also try, just for me, to solve the Player AI problem, giving wonders a dedicated Gain, say "Wonders" and then modify all the AI vanilla Governors giving this gain to all of them, but not to the mod governor I will use.
Maybe, just maybe, this way the Player AI will continue the way it is, but the modded Governor will refrain from building.
Many thanks for your reply and your mod.
May I add a something that I hope could be helpful in advancing this mod of yours?
Have you noticed that you can add another Gain, besides Food, Approval, Industry, etc.
I have tried this because I noticed that the AI Governor was not building the planetary improvement that enhances strategic or luxury resources production.
This happens. I think, because these buildings (the last ones in "ConstructibleElement_Industry[PlanetaryImprovements].xml") have no gain of sort.
So I gave them a new gain that I named "Resource", then I modified the Food Governor (just for the sake of experiment) giving him this new gain with a high value and then it started building immediately a "slug and sludge center" in planets with resources but without this kind of improvement.
This cas be used also otherwise. If you give to wonders or unique improvements no Gain, your AI Governor will never build them.
I hope I have been clear and, somehow, useful.
It's a bit stupid, just like the base game's ones. Not much I can do about that yet sadly, since AI modding isn't available yet. If it stops producing it's because it decides it wants to build something that costs resources you don't have (most likely, because you're lacking strategics), just like in the base game. Not much I can do about that either ¯\_(ツ)_/¯
After a while, it stops producing anything too.