; Set AI cost factors for mineral/nutrient production for each difficulty level respectively.
; All other difficulty level modifiers remain unaffected by this setting.
cost_factor=13,12,11,10,8,7
I don't know what these do, or if these factors were in the original game.Borehole Complex |
Borehole settled |
Coastal Morganics |
Morganic civilization |
Cybernetic civilization |
Gaian island |
Pirate landlubbers |
Usurper weaklings |
Usurpations |
Usurper island sprawl |
Caretaker sea base |
I can build |
Morganic 3 pulse probe speeders inbound |
bitter probing pills |
th th th th th th th thats all folks |
; Prioritize former/crawler/resource-lifting techs when selecting what to research.
tech_balance=1
; Set AI cost factors for mineral/nutrient production for each difficulty level respectively.
; All other difficulty level modifiers remain unaffected by this setting.
cost_factor=13,12,11,10,8,7
I'm not altering anything in the Thinker .ini. Looking at it, the only thing that makes me wonder is:Code: [Select]; Set AI cost factors for mineral/nutrient production for each difficulty level respectively.
I don't know what these do, or if these factors were in the original game.
; All other difficulty level modifiers remain unaffected by this setting.
cost_factor=13,12,11,10,8,7
Morganic AI loses Weather Paradigm race |
Data Angels AI completes the Weather Paradigm |
Data Angels AI begins building Boreholes |
a single locust |
Angels have [Sleezebag] in charge of the EPA |
for me this does 25 eco damage |
for the AI this does 8 eco damage |