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Sounds good to me. I'd not even make them so expensive. The opportunity cost of building a facility over formers/colony pods is always considerable. I would hardly build any in the early game if they were not so cheap to rush-build.
I'm playing an older version. However, when I researched Quantum Power the game asked me to upgrade my units. The upgrade costs were negative and I made a ton of money, almost 1000 credits. Is this intended? Hit end turn on the save file to replay it.
# Version 65* Merged with Thinker 2.0.A lot of changes. Proceed with caution.
Terraroming AII have started to work on terraforming AI to give computer some boost. Induktio has already done a lot on unit movement in Thinker. I hope to extend this a little in terraforming part only for now.I use the computer worked tile placement algorithm to determine which changes will be accepted by base. For that I actually change map modeling future improved state and then recompute base to let it use these new improvements. Whether modification will be accepted or not depends greatly on base needs and governors settings. In this regards this algorithm lets AI decide which improvements they need based on their current model and base settings. Of course, it may accept more than one possible improvement options. In this case I weight them by each resource. Currently I set nutrients = 1.0, minerals = 1.0 and energy = 0.5. For nutrients and minerals I count additional surplus. For energy I summarize total economy, labs, and psych. This approach allows to automatically account for any multiplying factors as well as corruption. So essentially I project the net worth of given improvement.
Observed that they build farms a lot and but not always second improvement on it. Maybe it is just not enough formers and they got distracted on other priorities or bases grow fast due to lot of farms?