in one of the other threads in here you asked us to upload save games, especially any later game or showing boneheaded ai stuff. On a related note (and the reason for most of these), naselus & I wound up having a bit of a discussion involving a bit of head scratching back and forth about some of the seemingly dartboardesque values used on the aicategoryweigts, perhaps you could shed some light on the stuff we talked about? on an semi-related note, I'm doing these soak to get some baselines from each of the default ais prior to starting to dig into the grey jiggly bits they use for making tech choices, it doesn't really take any extra effort to post the note & save files on my second monitor while the next soak runs on the other screen. if they are completely useless or something different would make them more useful, let me know.
a bit of
- here is one around 150 turns into an insane map with loose clusters as the yor, I think it was in 1.1 or early 1.2 just before I started doing some modding (the ai handling of some things I recall being part of why I started in gc3). I figured that I'd grab it while I was uploading other stuff.
- Here is 3 different games as the yor (I believe while playing iab (which had trouble with yor at the time), notable due to being on an insane galaxy with different planet/star/research speeds at turn 33-62
- Here is three different soaks on an insane map running the ILO mod (notes on them below) ion an insane galaxy with loose cllusters. In the zipfile is one as terrans to turn 140, one to 100 as drengin, & one to 100 as altarian. I'm running these for the various races because I want to get some baselines on how the ai navigates the tech trees on its own.
These notes were taken looking up at the soaks every couple pages in a book & noting interesting facepalming events while seeing the tech research pathways.
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Terran soak ****
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InterstellarTravel
XenoEntertainment
terrans:
- Defense Systems
- xeno industrialization
- Planetary improvement
- universal translator
- weapons systems
- soil enhancement
- interstellar travel
- targeting spec
- envronmental engineering
- orbital manufacturing
- skilled starship construction
- xeno commerce
- interstellar logistics - This was just past the 100 turn mark & I was curious where they would go in the near future so decided to keep watching. at this point they had seven colonies, most of them barely built... and every single one of them running at 33/33/33%. One was actually building a shipyard, xeno factory, and durantium refinery in that order without having finished a -single- improvenent
- Research Specialization, it's about turn 120 & the ai has had xeno economics a few turns now, but not a single economics building built or queued on any of their 7 planets. They have one economic starbase covering the sol system, but I'm not sure when it got built. Facepalmingly enough, they could have included the nearby class18 racWiscoIII in that one economic starbasecoverage by planting it ~3 hexes to the right... Or the Class 17 bean IV by planting it ~7 left. I'm - fairly certain that by planting it a little bit up & left, the AI could have hit all three worlds with the one economic starbase. I think either it's not considering the StarbaseRange aura's modified coverage... or (I suspect from vanilla games) that it's not even considering "what -else- can I cover with this starbase while still covering $thingIWantCovered"
- Hyperdrive Specialization (moves +1)
- Diplomatic Reasoning it's turn 133 & I noticed they rush built a single economics building on rac wisco II to give it a whopping +0 income on both the planet & the empire with rverything still at 33/33/33, I'm pretty sure there are other worlds that might have benefitted nore
- advanced construction... considering the number of planets that still have not even finished building their first xeno factory, this seems rather boneheaded. Terrans really need to be looking for & intelligentally building a research world & an economics world or two. Surprisingly with a 0/turn income, they have one of the strongest economies
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drengin soak1 ***
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- xeno commerce
- Interstellar Travel
- xeno exploitation
- defense systems
-- 53 turns in, I got back from costco to find the drengin with 3 planets settled... two in orbit around drengia & two more roughly 20 hexes away. They also have an eco starbase around drengia. as with the terrans, I'm fairly certain they could ave covered the class 17 celestis in there by moving it a efew hexes away before planting. all planets are a sigh inducing facepalmed 33/33/33.... correction, one of them belongs to someone else from all appearances, but has a drengin logo, broken custom race from the workshop perhaps?
- miniaturization spec (weapons)
- unlike the terrans, the drengin appear to be making -some- effort to build research labs, but not much of one
- beam weapons
- beam weapons miniaturization
- I'm not sure wtf happened, but the drengin seem reasonably decent in selecting techs. Despite selecting xeno commerce right off the bat, they only have a -single- econ building, colony building is just as bad as the terrans
- beam weapon augmentation
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drengin soak1 ***
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- I'm thinking it would be more useful to see how the drengin differ from game to game than it would be to see where the next 50-100 turns. as a result, I decided to run them another soak
- xeno commerce
- I noticed the drengin rush built a factory & followed it with a research chamber (non-rushed) on drengi by turn 4, but it's still 33/33/33
- interstellar travel... I'm seeing a pattern
-- xeno exploitation - oh yea... pattern.. bleep that
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altarian soak1 *
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- xeno industrialization
- Planetary improvenent
- defense systems
- militarization
- interstellar travel
- universal translator
- research spec (+10% research)
- turn 29, altarians have 4 worlds, but are just as terrible as everyone else so far at building them
- xeno mysticism
- targeting spec
- advanced construction
- shield spec (cost -10%)
- hyperdrive spec (move +1)
- passionate communicator
- shiels systems
- enhanced training +0.1
- Turn 70ish, I noticed the altarians seem much better at building planets & at least have a factory or two on most planets, but the rest of the 7 planets they have beyond that point are pretty "dartboard inspired"?
- defensive meditation, soldiering +0.1
- I notice there are two pirate shipyards, but the altarians are focused on soldering with the last two tech choices on soldiering? I don't generally bother much with soldering, so I'm not sure if this is good or not? Normally playing as the yor I often turn into a massive empire with the capability to churn things out so fast that I turn into a galactic arms dealer
- Ion Drive
- beam weapons
- soil enhancement
- agriultural adaptation