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They did QA around "does the AI make reasonable decisions under vanilla conditions?"
"this AI's about to go to war, and choosing Democratic will give it -1 POLICE all by itself, and who knows what the POLICE implications of its choices for Economics and Values will be? Better not do that."
I'm quite sure that the AI does not consider how large it's empire is when it decides how much to value EFFIC/JUSTICE. If it did, AI Yang in my game would not be running SE choices that leave 2/3 of his bases at 100% inefficiency.
-2 Efficiency means that every base that's 16 or more squares from the headquarters will be at 100% inefficiency (unless it has a creche).
It's not a problem for the player, who can easily see that the tradeoff of Power, -2 Justice for Support and Morale, is not worth it.
But why then are you nerfing Yang badly compared to vanilla, taking away the ability to run his Agenda without a -2 Efficiency/Justice penalty (as well as all of his other strengths) away from him?
The AI effectively gets +3 Industry at Transcend difficulty. It does not get +3 Efficiency.
Anyway, it's your mod and I've nagged you enough about this.
I researched (and built) the Manifold Harmonics (which gives, among other things, a food bonus to every fungus square, which rather makes SHL's irrelevant),
Really, by that point in the game, you've got the food problem solved.
In my house rules I nerf SHL's indirectly by making Cloudbase Academy much harder to get (Applied Gravitonics E14), so that every SHL is only worth 1/2 food to bases without aerospace complexes, as it was in SMAC before Cloudbase got introduced in SMAX.
When AI factions consistently throw the game, it makes it less interesting for me as a player.
but Miriam, even in 2300 when she was at peace with everyone, has been running it constantly too.
In my game, Lal was running Democratic/Capitalist/Knowledge/Cybernetic,
but he switched to Frontier/Socialist/Power/None,
In vanilla, AI factions that will consider both Democracy and Fundy typically run Democracy when I think they're competitive at research and typically run Fundy when I evaluate them as needing to catch up with probe teams, but I don't see why that would be relevant here.
and Fundy has a PROBE bonus.
In the middle game the cost wouldn't matter as much as you would have more production + Brood Pits,
In my game I noticed an increase in Trance or Resonance Armor enemy units after I started to breed native life forms on a large scale. Until I got the Dream Twister, there were many encounters where my mind worms were not a match against them and had to mix them up with regular units/Spore Artillery.
Thanks for the info about the atrocity. It's a good thing I didn't use it against Morgan when he was attacking my headquarters because chances are I might have had a Planet Buster used against me before being ready.
I don't believe that. Do you have a screenshot proving it? I've empirically experienced games with -2 JUSTICE and have found them to be "no big deal". -3 has often seemed like a big deal though.
I've always found it to be accurate,
But some AI's won't have creches in most of their bases.
Your tweaks to map configuration are awesome, BTW. It really feels like a planet.
I'm curious. In the test game that the Pirates were going to win in 2465, did any of the AI factions launch satellites? I've never seen them do so, and that game sounds like a best-case scenario.
but in hindsight I agree that may have been too much at this point in the game.
Can you direct me to one of those After Action Reports?
In the game I'm currently playing Morgan is building Orbital Defense Pods.
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