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If the faction is not of the weakest two remaining factions in might, then the game checks the faction's number of technologies discovered under a technology point system. If the current faction remains behind by 5 or more techs but less than 10, then multiply the AI's interest in MORALE and INDUSTRY by 2, divide the AI's interest in ECONOMY by 1/2, and add checks for an additional bonus for PLANET (ignored for factions with base PLANET from SOCIAL modifier aka Gaians and Cult of Planet).If the faction lags by 10 or more tech points, you divide interest in ECONOMY by 3 and multiple interest in MORALE and INDUSTRY by 3. You keep the same PLANET check from the previous modifier.
Fight 2 or higher (unused in stock game): X 2Conquer: X 2Conquer and Discover: X 2 (Spartans)Conquer and Build: X 1 (Hive)Conquer and Explore: X 1 (Believers)Any other combination yields: X 1Fight =< -1:Conquer: X 1Conquer and Explore: X 1Conquer and Discover: X 1Conquer and Build: X 1Build and Explore: X .5 when the faction remains in a war modeDiscover: X.5 when the faction remains in a war mode.Discover and Explore: X .5 when the faction remains in a war mode. Discover and Build: X .5 when the faction remains in a war mode.Explore ONLY: X1 (Gaians)Conquer, Discover, Explore, and Build: X 1
Devs don't write great AI in real game production. Not shocked. Probably was dealing with a whole pile of moving targets and production pressures at the same time. Some problems in game production are basically managerial. For instance, the pressure to produce more art assets and narrative tidbits, causes more game mechanical gewgaws to be introduced. These exponentially explode the cases an AI must contend with. The poor sap AI programmer cannot possibly cover it all. They play catch-up, and after the game's been out for a few years, their attempts at catch-up cease entirely.Allowing us something to do, 20 years after the fact. Having learned my lessons, I will go write a commercial game that does not make the same mistake.