Infrastructure building queue for AI in AoD 1.09

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Commander666

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Whether a human USA joins axis does not depend on slider settings.

You should move over to CORE... and learn something... before you make such silly statements for AoD game play. Or are you trying to achieve the total opposite of CORE with your new changes?

Using up 800 oil is rather easy. With 1943 synthetic rares those will be around 200 rares. But a big portion of oil can be used directly, too .

None of the oil that is excess can be used as per what excess means. And as there also exists a huge rares glut due to infra creating far greater extraction, burning up the oil that way doesn't benefit anything either - except more rares glut.

The fact is that most of USA's infra is extremely useless - except to artificially provide for an AI that is effectively weak in the earlier years, but at the chosen time quickly turns into a giant because of the huge IC available once infra construction ends, and the smaller IC gain gotten because of it, and factory construction too. This does give the possibility to create a unique kind of AI game balance.

However, as soon as any player takes any country he immediately introduces huge "SP imbalance" which results from no player ever using the IC to copy the useless AI infra builds - and so the human begins with a country that can have nearly 200 extra disposable IC for USA in Jan/36. In short, when human plays any major in v1.09, by simply not copying the infra builds, human begins the game with a giant relative to the other AIs. There is no reason to build to become a giant when at start you already are relatively. USA can have 50 CVs by Pearl Harbor if player wants that and still all else in his navy, and an air force, and the marines to easily totally take Japan out of the Pacific and East Indies in 3 months.

It is impossible to balance a game for that. It is only possible to prevent it happening by insuring that what the AIs build is so necessary and worthwhile that any human would do same. Now human can not start game by getting huge disposable IC simply picked up by cancelling what was useless in the Pang construction scheme.

EDIT: Well, now that I just read Castellon's post, I guess I can't reply anymore to Pang in my effort to help AoD, nor do I expect a reply anymore from Pang. Good luck to the many opposed to Pang's major changes in v1.09. Sorry, I can't support you in your debate anymore.
 
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MagooNZ

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Just working my way through a SP USA 109_C34, RC1 game. By June 36 I had 14 Infrastructure & 13 Factory builds under way. I ended up with a big surplus of oil, and adequate small surpluses of energy, metal, and rares. Will be interesting to compare this with the 1936 starting builds for the USA in RC6. Next time I wont build factories in Lubbock, but will still build infrastructure to increase the oil production. I always build both infrastructure and factories in Houston. Houston has 160 rares, the province with the next largest is in SOV with 40 rares. The next largest USA rares province is Tallahasse with only 25 rares. Houston's rares base is far too large to ignore. Should ENG lose Malaysia the WAllies will need surplus rares from the USA.
EDIT: AoD1.09 RC6 USA 1936 has 65 infrastructure builds (Houston x2 speed) & 4 factory builds (Houston x3, others all x2 speed: Tallahassee, Birmingham, & Buffalo. A considerable difference. I recall Buffalo starts with 0 factories. It is better to build more factories in the already high IC provinces to gain a larger IC gearing bonus. Buffalo & Birmingham have high metal resources, while Tal... is the next best province for rares. Tal.. starts with 1 factory, Birm.. 3, & Houston 5 existing factories. Could do a test to see how well the AI does comparing this start with a heavily biased factory build start.
 
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danielguo

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Played two games as Canada starting 1936. In both games German did bitter peace and then conquered India. US Navy is practically non-existent in the pacific. Japan invaded Australia with ease.

This is completely ahistorical (e.g., German didn't beat Soviet in real life) and I don't feel fun since this game no longer represent a realistic setting in WWII. (1.09 is probably closer to the world in The Man in the High Castle.) This game became a game in a fictional world, not a world we lived in, taking away the fun part.
 

Pioniere

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Right now im playing a game with Mongolia. I have made som observations USSR had in September 1939 126 infantry divions. In 1941 they had around 210. But this time war between Germany and USSR didnt start before 1942. Its the third time I see Germany defeat France very late it was now in July 1941.
At this time USSR had over 300 infatry units and ca 28 amroued divions. USSR have also beaten Finland.
I think USSR can deafeat Germany in this game.

-USSR should focus on infarastructure on industrial provnices and build much less infrastcutre on backwater provnices.
 
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egslim

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I started a game as UK.

Early 1938 Nationalist China has annexed Manchuria, and will soon push Japan out of the Korean peninsula.

Loading as Japan, they're still busy building infra - of course they're outnumbered.

I'm back to 1.08.
 
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Mr_B0narpte

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I started a game as UK.

Early 1938 Nationalist China has annexed Manchuria, and will soon push Japan out of the Korean peninsula.

Loading as Japan, they're still busy building infra - of course they're outnumbered.

I'm back to 1.08.
If you want an AI that's much more efficient and clever with its production (and research, and strategy), I'd recommend Lord Jarski's 1936 mod. He's used the best parts of 1.08 and 1.09, and removed the not so good parts. Alongside that he's edited every single AI file (all 200 or so of them!) alongside adding many flavour events.
 
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