Ahriman is not available right now due to travel, but I am surprised to learn that his design for the AI makes Atreides resist OB. He has suggested many times that part of the Atreides theme should be diplomacy bonuses, which would seem to contradict resistance to OB.
Is the fix as simple as bumping up some of the AI values in the leaderhead file?
I will look at this.
For OB, relevant value is OpenBordersRefuseAttitudeThreshold
They will refused OB with anyone unless they have better relations than the threshold.
For atreides, this value is:
Leto II = ANNOYED
Duke Leto = Cautious
Alia = Annoyed.
These are standard values. Basically every leader is cautious or annoyed in this field, except for the Ecazi, who are supposed to be omni-free-traders.
I didn't quite intend Atreides to be free traders, who trade with anyone (thats Ecaz). I intended to them to be reliable and trustworthy allies (well, except Alia). They're good friends, but determined enemies.
Kindof "trust, but verify." Or "good, not stupid".
So I don't think an unwillingness to make OB is likely to leave Atreides behind.
The most important thing determining Atreides power is probably their preference for the terraforming civic Arrakis Paradise. Adopting this is what can reduce their ability to trade.
Another possibility; the pilot school is very expensive for such an early game building? If every city is trying to build one, that will leave the AI well behind. Perhaps it should be cheaper?
I would make it a -25% upgrade cost.
I have no problem with reducing this bonus. But maybe 30 or 35%? 25% doesnt' feel like enough for the human player.
We were trying to make Innovation (and technological savvy) a key Ixian faction characteristic, and this is the only mechanic that achieves that.
Perhaps we could have -20% upgrade on the skunkworks, and then a further -20% bonus on some late-game building?
The Spider should be a little less powerful (may just strength 13) since it has an advantage against melee.
I haven't tested these lately, but I worry about them getting seriously over-classed by later-game units. IIRC the spider is a tier 2.5 unit. (Tier2 = shield trooper, heavy trooper, falcon thopter, etc. tier3 = kindjal soldier, etc.), it needs to be tough.
Perhaps the tier3 units in general just need to be tweaked downwards, particularly if we add an eventual tier4 in top from a better late-game tech tree.
Harks cities are already smaller since they are typically backstabbers and tend to whip a lot
I'm not convinced that whipping is actually helping them longterm. I can't help but wonder if they'd do better with whipping deactivated and larger cities.
I would give them an economic advantage rather than more production (e.g. more gold with spice, less disappearance of spice within their territory, etc).
This is an interesting idea. How about we make their UB (the slave pits) give ~+0.1 gold per spice resource?
How does the Skunkworks' upgrade cost reduction stack with this?
Very interesting question.
As usual, I nominate God-Emperor for the highest "useful comments/total comments" ratio anywhere on the forums.