@Moderators
Please don't make a news about these txt edits, it's work in progres.
If after some playtesting and eventual positive feedback, I'll ever find it ready and worthy advertising otside this subforum, I'll kindly ask for it.
I'm toying with txt mods to find the right amount of changes, that would allow AI to hold their ground against experienced SMACer.
The goal is to make a minimal amount of changes, that have the most impact, so the game is so similar, that does not require any learning from experienced player.
Original AI is so incompetent in base/terraforming development, that it was impossible without breaking the game into complete mess, if at all.
With
Inductio's thinker mod it's worth trying again.
AI buffs:++GROWTH - ai will popboom with creeche and planned, or democracy and it helps with early game land grab,
+INDUSTRY - just some extra more turn advantage,
NODRONES - ai is not aware of that and still spent resources in psych and psych buidings, but is not thrown into disarray by pacifism drones, or when the bases grow too big,
INTEREST 3% - player always invest the last credit, ai tends to accumulate many credits, now they work for them too,
TERRAFORMING - double speed, 1 free former at the start helps with eventual bad initial placement,
Crawlers:Supply Crawler module cost factor increased to 16 (5 rows), this changes ROI to respectable 4%/turn on forest and 8%/turn on rocky mine, which is more in line with what AI can do at this stage.
Originally crawler on forest had 6,5% ROI and 13% ROI on rocky mine, much better than anything else that can be done after you run out of land to put new bases on.
You can't make AI do the same and spam crawlers, because it's incapable of determinig when their crawler park is safe and defending it, or hiding it in a base.
It also leads to more fun early/mid game that doesn't consist mostly of producing and managing an army of crawlers.
Satellites:Now we've reached a real elephant in the room, a completely broken
SATELLITES, with 20 bases their ROI is:
8-16,5% raw,
20-25% with base facilities most factions will have, when they start pumping them,
30-40% with all base facilities
some more with The Space Elevator
It means that once a faction start pumping them, it'll double its total resource output every 3, or 2 turns depending on the amount of resource bonus facilities ( even faster with space elevator ).
Rapid exponential growth make it discover tech every turn. Human player can even disband most units and formers, to kickstart the acceleration even further.
If faction has more bases, ROI is even more absurd. The game ends right here and
nothing else matters, there is basically no endgame stage, it ends right after it starts.
I've increased a cost of resource satellites from 12 to 30/30/40 rows for hydroponics/power/mining
With 20 bases they still give a really great ROI of 5-12,5% ( more with elevator ), usually over 8% at the stage they become available.
It's slightly worse ROI than crawler on a mine at this stage.
There is still an issue of providing more benefit to already leading factions and scalling poorly with map size.
Here comes the first feature request for
Inductio: make each satellite produce just 10 resources that adds to a pool evenly distributed to bases.
I guess there is a list of faction bases, you could iterate on, to distribute all resources from the pool evenly, to the base size limit.
Or if it's too difficult for some reason, create a table with each base size, sort it from smallest and iterate on this table.
Find the base that got the most resources and use this value-1, but no less than 1, instead of satellites count, to increase bases output.
I know you are not interested in gameplay changes, but satellites in current form are seriously broken.
The second feature request is an option to read AI faction rules from a separate _ai.txt file.
I have a nice work around in my mod, to allow that without replacing txt files each time I want to play a different faction, but it limits amount of factions available on selection screen.
Third is an option to disable expansion features and use SMAC interface textures ( for that I replace files with renamed originals ), preferably separate setting for each feature.
Other changes:Small rebalance of early weapon/armor values, 4 movement points copters, ---POLICE Free Market, --POLICE Democracy, worldbuilder Inductio posted.
Alien tech:I've moved Aquafarm to Doctrine Flexibility, Spore launcher to Centauri Meditation, sporific gas pods to Centauri Genetics.
Made disabled User tech a prerequisite to Progenitor Psych, Centauri Ecology prerequisite to Adaptive Economics and Secrets of Creation a prereqisite for Transcendence like in SMAC.
Result ? If there is no aliens in your game, or you have not met them yet, the Progenitor/Resonance techs will not show up.
To start this optional tech tree branch you have to trade their tech, or steal it with probe team.
It's even lore fitting, that humans can't start talking to aliens on their own, without an extra effort ( probe team action to study them and discover Progenitor Psych )
Faction selection instructions:Click Original Seven button to reset, pick a faction, expand a list with custom factions and pick a version of selected faction with a mark.
There are only original seven and aliens available, no mark mean a buffed faction for AI to play with, marked faction is a normal faction for player to choose.
The ideal aim of this is to make an experienced SMACer loose most of the time on TRANSCEND, but to be winable with decent start, by employing extreme autism.
I'll be balancing it according to my playtests, thinker mod progress and eventual feedback.
I recommend to disable economy victory, use tech stagnation and no spoils of war. The latest development version of thinker mod recommended.
I intent it more as a discussion, and ideas to pick from, than anything more, but if anyone wants to try my SMAC config here it is:
http://www.mediafire.com/file/vclvbw29pcztzdj/SMAC_difficulty_balance_v1.zip/file