So I read the dev diary yesterday that said they are going to address the player tech dominance by nerfing research districts of the Ring Worlds or something like that, so I decided to take a look at the current game I was playing and see what was happening there in that regard.
So check this out:
I'm not a good player by any stretch of imagination, but I am playing at the highest difficulty (which is another thing to address btw). It's mid game, and everybody else's relative science level is already PATHETIC compared to mine (even the guys in my Federation who I have a research agreement with!), and I don't have a single Ring World or any other megastructure for that matter.
But what I do have is 80% research bonus across the board BEFORE scientist bonus.
I agree that this is a very big problem that a player on the highest difficulty will technologically leave everyone in the dust so early. But as you can see, this problem has nothing to do with Ring Worlds!
The way I see it, these are the actual things that can/should be changed to remedy the situation:
1. The abundance of different research bonuses is not a problem in itself (after all, it's really nice to have all the variety), but only as long as the AI can also take advantage of them. I'm no modder and can't use the console to verify this, but something tells me that they don't take advantage of all these opportunities like they should.
2. If the above can't be solved for some technical reason, then yes, all of these bonuses have to be nerfed.
3. I also remember reading somewhere on the forums that the AI is scripted to not build more than ten research building because that is considered "enough". Well guess what: no it isn't.
4. Another small AI tweaks that the devs could possibly look into would be maybe to put a higher weight on AI priority list on research bonuses when choosing which systems to colonize. Or, better yet, to put a higher weight on investing into research if they know that the player outpaces them, especially if it's a rival.
Maybe you guys have other ideas about that? Let's all think creatively!
So check this out:
I'm not a good player by any stretch of imagination, but I am playing at the highest difficulty (which is another thing to address btw). It's mid game, and everybody else's relative science level is already PATHETIC compared to mine (even the guys in my Federation who I have a research agreement with!), and I don't have a single Ring World or any other megastructure for that matter.
But what I do have is 80% research bonus across the board BEFORE scientist bonus.
I agree that this is a very big problem that a player on the highest difficulty will technologically leave everyone in the dust so early. But as you can see, this problem has nothing to do with Ring Worlds!
The way I see it, these are the actual things that can/should be changed to remedy the situation:
1. The abundance of different research bonuses is not a problem in itself (after all, it's really nice to have all the variety), but only as long as the AI can also take advantage of them. I'm no modder and can't use the console to verify this, but something tells me that they don't take advantage of all these opportunities like they should.
2. If the above can't be solved for some technical reason, then yes, all of these bonuses have to be nerfed.
3. I also remember reading somewhere on the forums that the AI is scripted to not build more than ten research building because that is considered "enough". Well guess what: no it isn't.
4. Another small AI tweaks that the devs could possibly look into would be maybe to put a higher weight on AI priority list on research bonuses when choosing which systems to colonize. Or, better yet, to put a higher weight on investing into research if they know that the player outpaces them, especially if it's a rival.
Maybe you guys have other ideas about that? Let's all think creatively!
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