Migration |
I was wondering what people strategy with migration is. I'm using balance mod btw... this may make a difference. I made this topic so that i stop posing this in the "research in expensive" topic.
I, for example, try to get as many different atmosphere types of races as possible to maximize population and facilities on my planets and minimize the amount of domed worlds.
I assume this is what most everyone else does?
Of course the AI not using troops, or other abilities, that is a separate problem.
My opinion is that most things, aside from strategy, that are troubling the AI are a result of this. Less facility space = less resources (including RP) = less ships = a more easily beaten AI. Of course if you can always out-produce and out-research then you will be able to easily defeat them.
I wanted to find out if this is true for sure so i've started playing games that disallow domed colonization and find that the AI can more easily match me. So i made this post wondering, have other people tried this and have had the same results? Also I woud like to see the difference between various mods and stock. My primary concern is RP and resource generation, if the AI close or near matchs you it shows that part of the theory. What the AI builds and what it choose to research can be a separate issue, but at least you will know that they can match your abilities if it makes smart choices. Different mods have different tweaks with this so the results should vary.
My personal results:
As a standard race without research bonuses i found that AIs with a number of planets close to me when I had reached 80k rp the next closest had between 60k and 70k and other's with around the same systems were not much lower, in the low 60s to 50s. They are lower probably due to the fact that I had huge planets devoted entirely to research.
Their resource generation varied, but i assume thats due to the random nature of planets. However the large empires were not much lower, some outproducing me due to the fact i devoted more space to specialist structures and research centers.
This was on default medium difficulty, which i assume gives no modifiers to the AI to artificially boost them. Also set on the largest galaxy size, high amount of AI and no neutrals.
If anyone else wants to give this a try or are interested post your results or ideas.
Supposidly in the next patch Aaron is adding the AI being able to manage population by atmosphere like this with some kind of function. IDK if its going to rely on the modders to implement, that remains to be seen.

Re: Migration
It can colonise any atmosphere it wants - what people you load on it is important. "Scrap" or Jettison unwanted extra people so you can get proper breathers to migrate on there.
As for the first post... v1.27 (internal beta testing patch) or so introduced code that lets the AI distinguish between domed and undomed colonies. At present, it can't which explains a lot.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: Migration
Personally ... I try not to allow much immigration.
I make a beeline at whichever colonization tech will benefit me the most, and then immediately follow that up with the remaining one, and then I'll colonize all planets within my systems. Domed planets are prime candidates for Research Centers unless they've got a high percentage for any one resource type.
Then I just make an attempt to get the Atmospheric Converter within a reasonable amount of time, and then just convert all my planets to my atmosphere. Its a pain going through each colony that isn't my atmosphere in order to scrap a building to make room for the atmospheric converter, but once thats done I've got plenty of breathing room for my people. And plenty of Research Centers. I think in my current IRM game I've got over 600 RC's in my 14ish systems - with over 200 in queues.

Re: Migration
Me, I swap Colonisation tech with AI empires so don't have to spend time researching them. Even so, any immigrants are welcome because they speed up my total population growth - I try to maximise population bonuses and have high Space Yards. Research mongering is completely unnecessary against the weak AI right now, and once the AI is stronger (read: it knows how to fast-build a fleet and attack) it'll be outright suicide to Research Monger.
Mind you, I perfectly sympathise with the "I want to know more and more" psychology - just that I get tired of climbing the tech tree so high every single game only to find that my DUC ships I built 50 turns ago are still enough to kill the AI. Heck, I can go bribe some AI to do all my research for me (share all current tech, I give them 50% of my resources) so I can focus on production and Intel centres.
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.




Re: Migration
If you are eg. Oxygen breather and capture some Carbon Dioxide breathers, can your colony ship with CD breathers colonize CD planet, or it can still colonize only O2 planets?