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Old July 8th, 2001, 02:54 PM

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Default Colonization Minister secret revealed

After 12 hours of playtesting my AI I finally discovered why so many colony ships were hanging around loaded with no orders to plant and never getting orders. Orders are issued to a colony ship to plant by the minister when the number of colony ships built plus the number of colony ships scheduled to be built AND AT THE TOP OF THE QUEUE is greater than or equal to the number of colonies EXCLUDING HOMEWORLDS.

The test is made after each order is issued and the orders loop stops when the test fails.

This is why the colonization minister really sucks when you turn full AI on. I suppose it is a limiter on rampant AI expansion. There MAY be other tests such as how old a colony ship is, but my AI was building them so fast (10+54 colonies planted turn 30 with 38 ships waiting orders and more scheduled) that there was no way to tell. Also the rules for the AI when created as controlled by computer seem to be the same as for full AI on....

BTW my AI went bankrupt on turn 29 from building ships, with ships/bases at 89% of minerals production in maintenance and minerals usage deficit of 183k and no minerals left in storage. The colonies were spending all their time building units rather than mineral facilities. The ones who had yards were building ships/bases. Obviously that needs rework.....
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