This is one of the root causes of the AI failing post midgame, it fundamentally cannot handle buildings - and as Strat Resources come from buildings, it also cant handle getting the gasses needed to maintain science labs. (It handles science districts fine, though, funnily enough).
This leads to the AI falling over at midgame AND it falling behind on science - which makes it fail even harder. This is in part because it never seems to re-develop it's buildings, once something's there, it is stuck with it until someone comes along and ruins it with a bomb, so it's hard for the AI to balance its Strategic resource income. And fast science is quite reliant on the number of scientists (and thus number of advanced labs) you have. There are other economic problems too, but this is the biggest factor in it specifically failing to develop scientifically at a decent pace.
Right now you essentially pay a premium for extra jobs in a single building slot (2/5/8 -> 2/4/6 in nemesis). This means that tall empires
I think there is a way to get around this problem:
And the AI will be able to fill-out its worlds - even if they don't run quite as optimally with a job bonus from the gasses if it cant afford the decision's upkeep - it'll be a lot better than running on T1 labs in 2400.
This leads to the AI falling over at midgame AND it falling behind on science - which makes it fail even harder. This is in part because it never seems to re-develop it's buildings, once something's there, it is stuck with it until someone comes along and ruins it with a bomb, so it's hard for the AI to balance its Strategic resource income. And fast science is quite reliant on the number of scientists (and thus number of advanced labs) you have. There are other economic problems too, but this is the biggest factor in it specifically failing to develop scientifically at a decent pace.
Right now you essentially pay a premium for extra jobs in a single building slot (2/5/8 -> 2/4/6 in nemesis). This means that tall empires
I think there is a way to get around this problem:
- Remove StratResource [Gas / Motes & Crystals] upkeep from all Tier 2 / 3 buildings
- Add StratResource as a upfront cost to all T2/3 buildings (so a T2 lab might cost 400 Gasses and a T3 might cost 800 Gasses - but no gasses in monthly running costs)
- Add Planetary decisions (and an empire wide toggle for when you have many worlds) to "Supercharge" each type of Tier 2+ buildings Which adds back the strategic resource cost but boosts that job types output by X%.
- For example
- You build and upgrade to a T2 lab - it costs you 400 Gas and you get 4 scientists.
- They each work at their usual pace
- Now you click on the decisions tab and press "Distribute Advanced Science Equipment"
- adding 0.5 Gas upkeep to each scientist job
- increasing the scientist's output by X% (e.g. 25%)
- Alternatively you could have an empire policy/edict for this "Distribute Advanced Science Equipment" which sets it to ON / OFF for all worlds by default, with the planetary decision being a way to turn off (or turn on) the upkeep/bonus on worlds that matter - depending on your current Gas income.
And the AI will be able to fill-out its worlds - even if they don't run quite as optimally with a job bonus from the gasses if it cant afford the decision's upkeep - it'll be a lot better than running on T1 labs in 2400.
- AIs are able to enable and disable decisions very effectively (watch them use the crimelord decision or the ban population growth one, for example) so this would be the same.
- The moment it sees it's going negative on science it can be taught to either shut down a gas-supercharge decision on a planet (evaluating it's upkeep) or evaluate it's EC balance/income + set up a market purchase - whichever is workable. This can all be set up through logic operators and approximated via count-functions, easily enough.
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