Is there any hope of getting the Population Transport minister a new brain? |
Managing population transports has been one of the most annoying bits of micromanagement in Space Empires since SE3, and it is getting worse as the simulation gets deeper. But the population transport minister is still unusably dumb about it. He/she/it just tries to take population willy-nilly from high-pop planets to low-pop ones, without even paying attention to their native atmospheres.
Once you've signed a few migration treaties or conquered a few planets, or whatever, getting rid of domed colonies is extremely important. But the population minister will blithely dump any warm bodies he can find just to make his numbers. (Reminds me of the pointiest-haired managers I've dealt with).
Worse, once you've developed warp point manipulation tech, you can arrange that no planet in your empire is more than a couple turns from any other, so there is no excuse at all for doing this.
It seems like it wouldn't be that hard to make the minister prioritize getting the *right kind* of population first, and only settle for the wrong kind if the right kind wasn't available. Similarly, he/she/it could prioritize taking population of the wrong atmosphere off of planets when looking for donor planets.
Is this fixable with a replacement AI script, or do we have to bug Aaron?
Re: Is there any hope of getting the Population Transport minist
The best one I saw was the IRM one ages ago, though others are getting better now (can't remember if hte IRM one was tempremental or not though.

Re: Is there any hope of getting the Population Transport minist
Hmm, when you're at it, could you also add a lower priority objective that will force the ship to prioritize load planets where pop growth is low and drop planets where it's high or where there are any Space Yards?

Re: Is there any hope of getting the Population Transport minist
Yeah, and you're still hitting the traveling salesman problem if you want it to be really efficient...
Re: Is there any hope of getting the Population Transport minist
Hehe, multiple paths, which is best? solving it requires parallel processing or very long streams of serial processing, parallel works better as you can evaluate several paths simultaneously. That allows you to discard certain paths without even fully evaluating them.
I remember a bug in SE2 that would sometimes cause ships to stop at a warp point and not move. it seemed to be related to not being able to find a path across the galaxy.
Re: Is there any hope of getting the Population Transport minist
Yeah, I wouldn't even try for maximal efficiency as the human player, just "decent".
When the problem is only getting from point A to point B, pathfinding is not NP-hard though, and I presume that the shortest-allowed-distance-from-A-to-B function is a builtin, or at least provided in the standard AI files. Doing it in the scripting language would be extremely tedious.




Re: Is there any hope of getting the Population Transport minist
It's fixable via the AI scripts.
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