Ministers need a bit of work |
I like the idea of ministers for automating certain reparative tasks but I am not happy with the way they work individually at the moment.
Some don’t seem to work on their own at all some of them work some times and not others it is I am sure possible to work this out for instance colonization ships and population transports never seem to fill where they are at the moment and seem to have a population cap which stops them from depopulating worlds so early on where you only have one home world they effectively don’t work. However as it’s not clear how they are supposed to work its hard to be sure. It is not that I don’t understand what they are supposed to do that’s simple enough, its very much the method thats dificult to decern.
The only thing they do defiantly do is work well if you turn them all on witness the damage a balance mod or an IRM mod AI can do at maximum difficulty. I for one would also like turning on ministers to be a bit more definite than it is now perhaps an activate selected ministers option rather than all or nothing.
I feel they work better than they did in SEIV where to be honest I gave up even thinking of using them.
What do you think suggestions please?

Re: Ministers need a bit of work
The AI is just all of the ministers on. In SE:IV, difficulty affected which ministers were used by the AI - but I'm not sure that's even coming into effect for SE:V.
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Re: Ministers need a bit of work
I am just curious if ministers use the regular AI scripts?
Troll? No, Sir, I am a BADGER!