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Dubanian

Second Lieutenant
Feb 24, 2022
100
91
As the photo below shows, AI recruits too many Admirals, no Generals and not enough Scientists. The leader pool size is around 30. This problem can be fixed by setting a limit number for each type of leader (applied for AI)
+ Max number of Governors : 10
+ Max number of Scientists : 9
+ Max number of Admirals : 8
+ Max number of Generals : 3

Leaders.png
 
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girolamo

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Excuse me, how do you access this information?
 

SirBlackAxe

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The AI recruited 20 Admirals. If the number is limited at 8, there will be room for Scientists and Generals. It's a simple solution that will work with the current AI behavior.
Flat maximums won't work because if the max number of governors is 10, the AI will be unable to hire a governor for its 11th sector.

Also, 'not having room' for leaders isn't a thing. How many leaders you can have depends exclusively on your unity; the AI in your second screenshot clearly has 70k unity available and nearly 1k unity per month, so it can easily afford any number of leaders it might wish to hire. What you're seeing is that the AI hires leaders when it has jobs for them.
  • AI will hire enough governors for all its sectors.
  • AI will hire 3 scientist to lead research and one for each science ship.
  • The large number of admirals is likely due to the AI having a large number of fleets for them to lead - it likes to split its ships into a bunch of smaller fleets to patrol trade routes while not at war. If it's hiring admirals for them, a bunch of them will end up unemployed when it merges them back together during war.
    • Noteably, Admiral is the only leader type that gets spawned by a repeatable event, so the AI will slowly accumulate more admirals over time if it's engaging in combat, even if it's not deliberately hiring them. And the AI will often see more battles than you due to their inability to properly manage piracy giving them a regular supply of easily defeatable pirate fleets. In both of your screenshots the admiral at the top of the list was almost definitely acquired this way.
  • Generals often aren't worth the unity it costs to hire them, so the AI having no generals is arguably the correct choice. That said, in my experience in does usually have a couple unless most of its armies have been killed.
Having too many admirals could be considered a problem, but putting maximums on leader types won't cause AI to hire more leaders of other types. Quite frankly I don't even see the point of forcing the AI to hire more scientists and generals it can't employ.
 

Dubanian

Second Lieutenant
Feb 24, 2022
100
91
I wrote my posts based on my observation of the AI empires.
+ AI empires rarely exceed 10 sectors.
+ AI empires usually have 5 science ships + 3 for research.
+ AI empires unlikely have 8 fighting fleets as they merge ship into large fleets.
+ 2 generals will do the job.
 

SirBlackAxe

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I wrote my posts based on my observation of the AI empires.
+ AI empires rarely exceed 10 sectors.
+ AI empires usually have 5 science ships + 3 for research.
+ AI empires unlikely have 8 fighting fleets as they merge ship into large fleets.
+ 2 generals will do the job.
  1. You need to be able to account for outliers across all galaxy settings.
  2. You're trying to solve a problem that doesn't exist.
 

zZander56

Trade League
Jan 4, 2019
814
1.474
Honestly, simply waiving the unity cost/upkeep of leaders for AI might be the simplest solution if their logic leads to this.

Alternatively, you could limit the AI to only having a number of leaders equal to the number of slots, deleting any extras and not being so quick to cycle.