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I believe if someone rewrites most of the original code in the section, then it might remain possible to fit your changes in the logic for the AI selection. The developers already added modifiers for SUPPORT, EFFIC, MORALE, and ECONOMY.
Because by the time the AI suffers any ecodamage at all, the human player would be overwhelmed by it.
To add on this, the AI still doesn't really like Green all that much with penalties removed. AI seems to calculate a zero benefit for PLANET or EFFIC. Situationally it's taken still. As far as the social emphasis, I have noticed that factions very rarely pick SEs outside their agenda. They'll often take Frontier/Simple/Survival if they don't like the benefits of their agenda. Which is nonsensical when their agenda has no downsideI suppose I can give Green a tertiery benefit, maybe GROWTH or RESEARCH, representing well-being or the knowledge that comes out of preserving planet. AI also seems to ignore TALENT which I think was mentioned before
To add on this, the AI still doesn't really like Green all that much with penalties removed. AI seems to calculate a zero benefit for PLANET or EFFIC. Situationally it's taken still.
I suppose I can give Green a tertiery benefit, maybe GROWTH
or RESEARCH,
I'm guessing they had ecodamage as a primary consideration then realised the AI couldn't deal with it well, or it was causing global worm pop progression to get out of hand. Probably it wouldn't be too fun to the human player if every game had massive flooding because of AI terraforming.
It's much harder to fight off boosted alien life with bad PLANET.