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Old December 8th, 2000, 02:42 AM

HreDaak HreDaak is offline
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Default Re: AI criteria for setting colony type

I think that the AI does some resource comparing when it chooses it's colony type.
The problem is that this comparing is relative. For example: If the amounts are
110,100,100 for minerals, the AI will make
it a mining colony if the mineral percent on
the planet is 1.1 or more times bigger than both organics and radioactives percent. Problem in this is that it could choose to make a mining colony on a planet that has
values 2%,1%,1% or 11%,10%,5%. I hardly ever
make mining colonies on planets that have less than 100% mineral percentage. I have here one example: a MINING colony on a planet
with values 39%,139%,67% (just checked one of my games). This is something i would never do, i would have made this planet a research compund or perhaps an intel compound. How could this have happened?
I'll go through the default_AI_Planet_Types
text file.
1. not a mining colony since there were already 2 mining colonies in the empire.
2. not a reseach colony since there were
already 15% or more reseach colonies in the
empire.
3. Not a military installation since there already was a military colony in this system or there are 10% or more military colnies already.
4. Not a construction yard since there already was a construction yard in this system or there are 10% or more construction yard colonies in the empire.
5. Not a mining colony since its mineral values are all wrong, does not fulfill the demand 130,100,100.
6. not a farming colony because there already was a one in this system or more than 10% of all colonies are farming colonies already.
7. not a refining colony (reasons same as above)
8. not a research colony because there already was 2 in this system or empire has 25% or more of its planets as research colonies.
9. not a intelligence colony because there already was 1 in this system or empire has
10% or more of its planets as intelligence
colonies.
11. So the computer had no other choice but
to make this a mining colony, it always chooses to make the colony a mining colony
if none of the possibilities above (1-10)
are fullfilled.
Hope this helps.. and i hope that i was correct in my analysis
Uh.. and i have also assumed that the AI state was something else than Not Connected.
Which i think it has been since i was playing with all warp points connected option on... (and also there are no warp point manipulation techs available yet, turn 50 or something)



[This message has been edited by HreDaak (edited 07 December 2000).]
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Old December 7th, 2000, 06:46 PM
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Seawolf Seawolf is offline
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Default Re: AI criteria for setting colony type

Warlord,

I meant a editable template from the game not in the txt files. So I could create a colony type that would build in order 3 research 1 extractor and a space yard. Rather than just giving it a new name as it does now.

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