lousy land |
long distance radar echo |
eastern radar echo |
what a precious gift |
twin cities |
boring holes |
fungus abounds |
!@!!! you game |
western neighbor |
distant moneygrubber |
likely center of world power |
fighting for boring holes |
Lal is sensitive to chemicals |
distant Nexus |
can I compete now |
cool clear water |
somewhere safe |
an unprincipled tyrant |
Yang's nonsense |
artifact time |
my kinda ally |
the flooding begins |
defense dept idea of efficient spending |
I am thinking of you Yang |
the rout of Yang |
the flooding begins
MY 2233. I hope this doesn't turn into some river shifting empire destroying region of death like last game. I am finally starting to do well, and my patience for being environmentally kicked to the curb is quite limited.
a patch of sun obscures your face |
oh stick this in your fuse box |
tempting offer |
What kind of global warming setting are you playing these games with?
Inevitably these games tend to have lots of sea level rise unless the climate effects are mitigated somehow. I suppose one could set the global warming variable to 1/2 but I'm not sure if that is enough to make a difference in long games. That might need more testing.
Also, what kind of labs output or population do these AI empires have? The northern factions look pretty large. What is their level of development in general?
Zhakarov's minerals |
Morganic maladaptivity |
where everything will get ruined |
If I had the ability to change those formula numbers, I would change the AI from "3" to "5" on Thinker and Transcend difficulty, same as a human player gets. This would reflect the fact that your builder AI is now that good. If you have retained any of the decision making code from the stock binary, I believe the problem would be self-solving at that point. The AI would get fungal pops same as I do, and then the AI would start building climate mitigating facilities.
I saw this take place when suffering widespread flooding in Fission Armor mod. The biggest faction that I thought was doing the most eco-damage, the Free Drones, actually wasn't. He was Planned rather than Free Market and had +0 PLANET. He had built a lot of Tree Farms and so forth. A smaller faction, maybe the Morganites, was actually doing more eco-damage despite their size. Fission Armor made advanced factories available very early, which is how all the planet flooding got under way.
1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).
boys! boys! |
a grudging lender |
Lal's comedic timing |
Zhakarov's junk |
16 eco damage my worm |
the road to the Hive |
Lal's pile of minerals |
this guy is a jerk |
Lal's outrageous minerals |
you sank my mineralship! |
I'd like to twist something else of Lal's |
when 5 equals 1 |
tooth pull tech |
kill them aliens |
quicksand |
Yang has got no defense |
Zhakarov the tech trader |
sink it! sink it! |
Lal thinks he's God giving floods |
can I get it done |
Lal is cheating |
Morganites invade the Hive |
before the heavy Morganite invasion |
yet more flooding |
cheater cheater pumpkin eater |
growing with the big boys |
Lal is drowning us |
slowing the flood |
Well well, now we have a new develop build (version 20190314) available from the downloads (https://github.com/induktio/thinker). This update is focused on the build priorities and terraforming:
* Thinker now supports formers based on all triads. Design_units will also create gravship formers when the techs are available.
* Formers will build less roads and try to avoid placing them on forest tiles when they're not needed.
* Other smaller tweaks to former priorities.
* Military unit production priority is now notably increased from previous amounts.
* Whenever AI loses bases to conquest, this also triggers an extra priority to devote nearly all available resources to building new units.
* During peacetime these modifiers will have a much lesser effect, so economy building should still work.
* Small changes to social_ai to prefer priority category models more often. But social priority/opposition effect values (e.g. PLANET) have no effect because of the engine, and are still ignored.
It needs some more testing to determine if the military buildup is enough now. The next step would probably be to implement credit rushing for production items, currently it does not do that. It would be pretty powerful, since now rushing is basically a human exploit.
This update doesn't change anything with the base spacing though. For example the new road building method would need yet more changes if the spacing was changed from current values.