Spatzimaus
Mad Scientist
however nothing too significant to report other than in my last game none of the adjacent AIs ever attacked me.
Interesting. How big was your military, relative to theirs? And how crowded was the map? It'd be good to know whether your strategies led to this outcome, or whether it's just a randomly possible result.
The other thing was that there was a serious lack of strategic resources: there were no naturally occuring sources of Uranium, oil, Aluminum, Neutronium, Dilithium, or Omnicytes within my empire, so I could only build a few units based on the resources which became available when I built certain buildings.
NO Dilithium, Aluminum, or Uranium? At all? Without Dilithium you can't build a Fusion Lab, which is the only way to get the Aluminum or Uranium, although you could wait until you get Quantum Labs in the early Nanotech era and use its Dilithium to make the Fusion Lab I suppose. Or did you just buy some from other players or from a city-state? I've actually done that; I bought some Dilithium, built a slew of Fusion Labs, and then when it lapsed I was down to -5 of the stuff but the labs still worked.
It's really sounding like the game needs a basic override to force a few more deposits of the various strategics. The funny thing is that it has a special override already in place for the critical early resources (Iron, Horses, and Oil) to ensure that there's always some near each player's starting location, although its definition of "near" is a bit questionable. It sounds like this needs to be expanded, or at least there should be an option to force a more even resource distribution.
I guess the developers felt no need to do the same for the Coal, Uranium or Aluminum, since the game's usually nearly over by the time you get to those. Which, of course, is why I built this whole mod in the first place, so I shouldn't be surprised.
Dilithium is a different issue. Obviously, the problem is that it's a water-based resource, which can be problematic on a lot of map types and is inherently random in general. I liked the idea of an important production-boosting resource in the water, and I'd hate to dilute that by putting it on land. (I already cheated on this and have land-based Dilithium being a possible outcome of the Deep Mining operation.)
I could just force an additional amount of Dilithium to appear on the map, only in Lake tiles, to complement the current coastal distribution (which I'd reduce to compensate). Actually, I think I'll try that as a first pass. I'm just worried about two things:
1> The AI would be horrible at placing cities on lakes, because right now, there's no benefit to doing so. Lakes, as good as they are, yield less than an improved tile. So if his cities are 1 tile off the lake shore then there'd be no way to reach the deposit to improve it.
2> Can you even build a Work Boat on a lake-adjacent city? Since no resources exist in lakes normally, I'm wondering if this'd even be possible. And if you COULD make Work Boats buildable on lakes, the AI would build more than it needs and be stuck maintaining them.
Now, I'd already thought of a way around this: the Former. It, like several of my other units, is supposed to be capable of moving over both water and land, which'd allow it to improve these tiles. Two problems: it's a T22 unit (endgame), and that movement ability doesn't work yet. So the other solution would be to add a new type of Work Boat at a lower tech, one that builds without sacrificing like a normal Worker. If you add something like a "Kelp Farm" (+1 food, only buildable on coasts or lakes) then this makes a lot more sense.