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  #971  
Old October 29th, 2003, 10:42 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Grand Lord Vito:
In that scenario with a 100% mineral and a 100% rad combined planet

If you look at all the numbers it would be more productive to build Mining Complexs that give 1000 Minerals a pop and if rads are need which is rare in a Non-Finite Game then I would build a few Radioactive Extraction Facilities this is a Mining Planet and get the pay check now.

Not time consuming Huge Cities, think about building Cities on planets like only breathable 60%, remeber the Imperial trade is not subject to Planet Values.
Wow, I was building Cities on great minning planets.
Since I also do not play finite I forget that Imperial trade is not subject to Planet Values and is very helpful also in non-finite.

I see what you mean GLV it does make more sense building pure Extraction Facilities instead on 100% plus planets

[ October 29, 2003, 21:11: Message edited by: QBrigid ]
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  #972  
Old October 29th, 2003, 11:02 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by oleg:

Upgrade routine indeed makes cities less profitable
Oleg it is indeed more profitable to build the Colonial Settlement first then up grade to a town or Cities. Or a Refinning Comunitie then Upgrade to a Society or Refinning Centers, right?

This way you have the production of the base facilitie while it is up-gradeing and GLV mentioned that it is 60% cheaper to upgrade then to build "strait up"

[ October 29, 2003, 21:13: Message edited by: QBrigid ]
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  #973  
Old October 29th, 2003, 11:06 PM
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Default Re: AI Campaign => For a Challenging AI opponent

JLS I love the Raiders in AIC can you make it so they can block trade at far away warp points?
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  #974  
Old October 30th, 2003, 10:18 AM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by QBrigid:
JLS I love the Raiders in AIC can you make it so they can block trade at far away warp points?
What would you ask exactly? I don't quite understand you. Keep in mind though that limitations in SEIV apply to the Raiders unfortunately.
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  #975  
Old October 30th, 2003, 06:42 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Yes and no, QB.

I have a plan, but I need to present it to PTF so he can work his magic to Refine and Test it, as he did with the AIC events file.

In regards for the need to defend far away warp points, well if you notice there are many that say there is a difference in the feel of Option one�s addition to AIC that reduces the need for Star Liners. In effect this is similar to your desires, for if you can not build up far away or troubled contested Systems with Star Liners and an ongoing supply of POP then you are in effect; blockaided at that geographical location

This is one reason why many are fond of the Star Liners with MASS settings as with PvK's Proportions MOD and AIC

[ October 30, 2003, 17:01: Message edited by: JLS ]
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>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #976  
Old October 30th, 2003, 11:18 PM
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
This is one reason why many are fond of the Star Liners with MASS settings as with PvK's Proportions MOD and AIC
And why many others are not fond of them...
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  #977  
Old October 31st, 2003, 11:09 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Quote:
Originally posted by Imperator Fyron:
quote:
This is one reason why many are fond of the Star Liners with MASS settings as with PvK's Proportions MOD and AIC
And why many others are not fond of them...
That what I like about AI Campaign you can play with lots and lots of Star Liners, a few Star Liners or non at all.

I also prefer not to have Star Liners, Fyron .
Well, then again I like a few.

[ October 31, 2003, 09:35: Message edited by: Grand Lord Vito ]
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  #978  
Old October 31st, 2003, 11:29 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: AI Campaign => For a Challenging AI opponent

1: JLS, you should drop the Engines per move for the Fast Colonizer to 11 from 12 so you can get one more move out of it but you should raise its cost.

2: I like the newly revised Refining Communities Family. IMO you should drop the Rads on the Agrarian Family just a bit more but otherwise they test fine so far.

3: PvKs Culture add-on plays great!!! But as a result of AIC's Engineering Races you should have a -5 Research to that Culture for balance.

4: You also should add a few more Warp Openers to the Science and Engineering Races to open some Warps that close by AIC random Events.

The new Fast Frigates are awesome, I also like the revised Military Barracks in AIC v4.0 you added a Military Presence Value that will make the planet Populations Happier.

Alneyan thanks, the new warp openers play perfect. Early Warp Openers now can retrofit to the Create Planet and back. The Maintenance wont kill you and now having a Stellar Science ship always available, that is really needed for some AIC Random Event set-ups and quick to build in No-Warp games.

[ October 31, 2003, 10:13: Message edited by: Grand Lord Vito ]
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  #979  
Old October 31st, 2003, 05:18 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Originally posted by Grand Lord Vito:
Quote:
1: JLS, you should drop the Engines per move for the Fast Colonizer to 11 from 12 so you can get one more move out of it but you should raise its cost.
Agreed
- - -

Quote:
2: I like the newly revised Refining Communities Family. IMO you should drop the Rads on the Agrarian Family just a bit more but otherwise they test fine so far.
Thanks for testing OK, I will give this a look see.
- - -

Quote:
3: PvKs Culture add-on plays great!!! But as a result of AIC's Engineering Races you should have a -5 Research to that Culture for balance.
I have also noticed the current imbalance for the AIC engineering races, I will work the AI and/or revisit that Culture
- - -

Quote:
4: You also should add a few more Warp Openers to the Science and Engineering Races to open some Warps that close by AIC random Events.
Agreed, plus a few more races as well
- - -

Quote:
I also like the revised Military Barracks in AIC v4.0 you added a Military Presence Value that will make the planet Populations Happier.
Helps where troop build ups won't

[ October 31, 2003, 15:28: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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  #980  
Old October 31st, 2003, 05:35 PM

JLS JLS is offline
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Default Re: AI Campaign => For a Challenging AI opponent

Oleg, the Medium Star Liner makes a nice fit for the beginning of the game. Thanks.

I also have the Large Star liner in at Ship Construction 5.
Renamed the Small Starliner to Freighter.

Again thanks Oleg; AIC now plays much better when Option (1) is not choosen; with the above changes.

AIC v4.01 will be out in a few days, so keep the Suggestions coming

[ October 31, 2003, 15:43: Message edited by: JLS ]
__________________
&gt;~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~&lt;

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
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