It is not appropriate to try to accomplish 3rd party AIs with the SMACX binary. Yitzi pretty much proved there's only so much you can patch, despite years of heroic effort. The amount of programming effort you'd need to make a framework for an AI to understand SMACX, is equivalent to writing a new game. Ergo, you should set your sights on writing such a game.
Doing such, you can also make adjustments to pare down the game to something more AI fungible. To the extent that SMACX is gratuitously complicated, it's more difficult to write an AI for, because the possibility space becomes much larger. I think an obvious area to pare down is individual city improvements. There's basically no need for it, it's a complete waste of time even for a human. The idea works up to about 9 cities, then just seriously sucks.
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police probe |
Here is another attempt at the social engineering. I am toying with the idea that Police State is actually what improves your probe teams, as the Communism mechanic did vs. Democracy in Civ II. Fundamentalism no longer relates to Probe Teams. I do
not accept that fundies are harder to brainwash, because
they are brainwashed, proving it can be done. The "mind control" stuff is also just this game's flavor text for "triggering a coup". I see no evidence that actual Theocratic societies are magically immune to such things, if the price is right. I do think the pricing for that is
grossy wrong in this game, but that's another issue.
I never bought that the Believers should be good at Probe Team stuff. It struck me as merely a game mechanic, foiling the ability to steal tech, for the inability to make tech. But the truth is
anybody with a Probe Team can
steal tech, it's not a particularly special ability. Your Probe Teams might die more often, you may run out of pristine cities to steal from, your teams may die more often, but so what? You can still do it. Having Elite probe teams is most relevant for
framing factions, getting the job done undetected. In SMACX, the only faction that should be demonstrably good at that out of the box, is the Data Angels. Everyone else can suck it AFAIAC. Much like Support, I'm turning Probe into "a game of inches" rather than everyone getting these wacky large bonuses for it. The range of Probe ability is only -3 to +3 anyways. If Roze goes Police State, then she's got the best possible teams.
I'm a little unclear on how many other things can add to Probe bonuses, like the Covert Ops Center. I never build them. Seems easy enough to get Elite teams via Command Centers, Bioenhancement Centers, and various social choices, so how does it help me further?
I'm also working on Police State and Planned not having a -2 Efficiency penalty, but a -1 Efficiency -1 Economy penalty. However, I'm finding that plain vanilla SMACX, the Hive's immunity stuff isn't working. Yes I did try IMMUNITY, ECONOMY but it didn't work. IMPUNITY, Police State seems to have the desired effect, but the negative icons don't go away on the SE screen. Hopefully that is just cosmetic. I'm still experimenting. I haven't tested whether Yitzi fixed any of this.
Oh yeah, growth. I figured out what I was doing wrong with the default social choices. I had
replaced the keyword "None", which is wrong, as that's the tech prereq. I needed to put stuff
after "None". Then things worked fine.
I say that the
default economy of the human race, is to have more babies. More terrified young-uns you can command, are more hands for your farm, more commodities you can marry away, more people who might take care of you in your old age, and more units to sell into the sex slave trade. Babies, babies, babies! As many as you can keep alive. So this is modeled as +1 Growth if you have a Simple economy.
Planned lets you
keep doing this in a more advanced societal framework, but it isn't an automatic "pop boom" social choice anymore. You're going to need multiple things to get to a pop boom. Fundies make babies, that's their indoctrination. The Believers also make more babies in my mod, so they can get to +4 Growth if they go Fundamentalist and either Planned
or Simple. Get some Children's Creches and they're gonna be Yuuuuge!
I didn't want every default SE category to award Growth though. Having everyone start with +3 Growth is rather unbalancing, makes getting bonuses or penalties in Growth pretty much meaningless. I figured out that Frontier
shouldn't enable you to grow. When you don't provide advanced political infrastructure for your society, there's no collective safety net and the wolves get you. Ergo, everyone starts the game at +0 Growth. If you have more advanced politics, you remove a growth penalty. Which is like growing more, until you get advanced economics as well, which makes it a wash again. Except of course that Free Market and Green both give growth penalties, so you have to sacrifice growth to have those things. That's intentional, it should sting.
Values I decided have nothing to do with Growth. A society focused on Survival
should be tougher than one that isn't, unless of course we're talking Power. When all your citizens are sleeping with a rifle at the ready, they're gonna fight better.
Everyone starts off a survivalist on Planet, except for faction penalties, which would just be hippie skippie Deirdre.
