Anyone wondering why AI is mostly focused on science for the last... let's say... half-a-year?
It is because of this line, added in Victories.xml file with September 2020 patch:
<Row ListType="ClassicalYields" Item="YIELD_SCIENCE" Value="150"/>
It increases the internal value of science yield by 150% and this stays for the entire game. It overshadows other yields, like Gold or Faith. AI almost stopped building Commercial Hubs. No more missionary carpets. And poor Great People are wandering around not even in Russia (they always did so in Peter's empire) but basically in every civ - because there are not enough Theater Squares to put their Great Works into.
Change this value to a reasonable 30-50 if you want to have a bit more diverse game.
Kinda strange seeing Civ with custom districts not build many of them since they're spamming Campus districts.
Most likely yes. Probably.By the way, @Infixo, I've glanced into the Expansion2_Victories.xml and saw that both laser projects are not listed among AI favoured projects, unlike other SV projects. Could this be reason that AI tends not to build those projects after it launches Exoplanet Expedition?
Would adding those two lines here be enough to change anything?
To think about this again, this could also be the reason behind Barbarian Men-at-Arms in the Ancient era.
By the way, @Infixo, I've glanced into the Expansion2_Victories.xml and saw that both laser projects are not listed among AI favoured projects, unlike other SV projects. Could this be reason that AI tends not to build those projects after it launches Exoplanet Expedition?
Spoiler :![]()
Would adding those two lines here be enough to change anything?
Because they are not marked as favored in RST which is something I missed when updating the mod for GS. I will make that tweak in the upcoming update for sure, I am also curious to see if this helps.PS: I do use Real Strategy by @Infixo and as far as I'm concerned, this has not affected their preference towards the laser stations.
The whole point of RST is to make Civs play to their strengths, so if you see Civs that actually try various strategies then it means that RST is working as intended.I am too seeing a decreasing variety in districts among the AI. I can't seem to put my spy anywhere. Conversely I don't feel that the AI's science has improved somewhat. There are a couple of good science civs and the other ones are focusing on culture, religion or military. This has been very constant throughout my games as of the last year. This could also be the work of Real Strategy.
Can't wait to play your new version, once I figure out why Civ keeps crashing every few turns after the last update...Because they are not marked as favored in RST which is something I missed when updating the mod for GS. I will make that tweak in the upcoming update for sure, I am also curious to see if this helps.
The whole point of RST is to make Civs play to their strengths, so if you see Civs that actually try various strategies then it means that RST is working as intended.
Sure! My point was that the developer's science update discouraged the AI to build anything else but campuses, but its strategies are still influenced by RST, which I experience in my games and which I also find to be fun. That is probably why I am not seeing so many commercial hubs, since they do not gear towards a particular victory condition.The whole point of RST is to make Civs play to their strengths, so if you see Civs that actually try various strategies then it means that RST is working as intended.
I had noticed that while I easily outpace the AI in gold, culture and faith (if I'm playing the religious game) and I used to outstrip them in science, for a while I've really struggled in science to be clear leader. I've even had problems being top 1 or 2 in the early game.For people not playing with RST, the science generated by AI must go through the roof I suppose.
The AI doesn't seem to use it though, I usually still end up fighting outdated units.
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Is it indeed so difficult for the AI? AI does spam solar plants and windfarms late game, far too many for what's required for their cities, judging by the looks of it. And as AI continues to build multiple spaceports, a few cities could have some energy to spare for a terrestrial laser, couldn't they? Coastal areas do turn into offshore windfarm carpets. Maybe again some line is missing here in some file?@MrRadar
And terrestial station is more complex -AI would need to analyze power reqs and prepare IN ADVANCE required infrastructure e.g. Wind farms, hydrodams, etc. This is much more complex than just stockpiling aluminum.
What happens if you add the Laser project but NOT the Lagrange project to the favoured list?