AI research facility priority |
I've playing BM lately, and I've noticed that it seems that the AI doesn't really prioritize research facilities nearly as much as I do... it seems that mostly the planet quality is what determines what the AI builds, as I've noticed that most planets the AI colonizes that have over 100% value for a certain resource become almost completely devoted to producing that resource, while research only gets built if the planet has low value. The result is that sometimes the AI actually benefits from having bad planets... which is kinda odd.
So, for anyone writing AI mods, this may be something to consider. Resources cannot really be stockpiled in large amounts in SEV, so it makes sense to only produce slightly more than you can use, while the rest should go to research and intelligence...

Re: AI research facility priority
Is there any difference in facility priority between the various AIs? In other words, does a race like the Abbidon put a higher priority on research than, say, the Terrans? It would add nice flavor if some races focused more heavily on research, resource production (and therefore larger fleets), or intelligence operations. I wouldn't want to see all of the AIs blindly build more research.

Re: AI research facility priority
The AI in stock or the Balance Mod has no instructions for using stellar manipulation. I was going to put together some rudimentary instructions for v1.10 of the mod, but haven't done so yet.
I haven't really added any modifiers for the "Not Connected" state either aside from research priorities.
--
I've been continuing to add modifiers for all areas that are influenced by the type of empire. Right now, design types, ~politics, and weapons are the most diverse. Colony types and facilities are influenced somewhat by the racial trait choice.
--
There are still a few situations where a design might not get a weapon. Aside from a typo, the typical cause is a heavier than normal weapon, which is just slightly too big to be added to a lower tech fighter or troop. It's an active area of debugging.
-----




Re: AI research facility priority
It's actually a bit more complex - there's modifiers for planet size, breathability, and current resource levels. There's also overrides that allow for extra research facilities on resource colonies if a particular resource is in surplus. Anyhow, I've also made a few enhancements for the next version, so production shouldn't be too influenced by the planets the AI colonizes.
-----
Space Empires Depot | SE:V Balance Mod