Sector AI - Hotfix or option to disable it and no sector limit penalty

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vegalantonio

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Hey guys (Paradox),

could you please go for a Sector AI hotfix or give us players an option to disable it (plus no sector limit penalty)

My whole game got broken now. All my Sector AI planets are a fucking mess.

Every time I finished a planet (full built) and give it to the Sector AI, the Sector AI is enslaving ALL pops, not just miners or farmers. This way it is impossible to do research or a good energy production for a fleet.

Christmas is coming, please give us the opportunity to disable the Sector AI until you got it right. I really want to do all the achievements in Iron Mode but the Sector AI is just making me angry.

Best greetings and a nice winter to all players and the team.

I'll put a screenshot into this thread... to show just one example of how stupid the Sector AI is.

 
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Sorry for the double-post:


Furthermore there is bug where the Sector AI is building armies and instantly deleting them after the creation process to create a new army.

No Permission_.png
 
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There is a method I've been using since version 1.0 to make AI not to mess up with my sectors. Just uncheck everything in sector settings. AI will still be upgrading buildings if upgrade is available and there are resources and will still be building defensive armies (nothing to be done with that except for making full-robotic planets) but this is it. He will stop demolishing your Hyper-Entertainment Forums to build another hydroponics farm and he will stop randomly enslaving or abolishing pops.
Try it, it really works.
 
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Everyone has a different idea on how they want their sector AI to enslave. This is not something that is just a bug that can be hotfixed.
 
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Everyone has a different idea on how they want their sector AI to enslave. This is not something that is just a bug that can be hotfixed.
Exactly. Slaves could be use in different situation varying from busting mineral\food for Collectivists too "enslave them all" for aggressive conquers. Together with POP conversion using ED where enslaving could be a temp measure until POP is converted it create a whole variety of situations, Sector AI obviously cannot handle. But, of cause, you took those factors in account while creating Sectors AI logic, right?
So why Sectors AI cannot handle it properly or players don't have any proper leverage over it?
 
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The plan is to add better empire-level control over enslavement, basically. Likely coming in Banks.
 
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Everyone has a different idea on how they want their sector AI to enslave. This is not something that is just a bug that can be hotfixed.

No doubt this is true, and sectors have in my experience been significantly improved over time. However, as has been recorded on the forums and experienced in my own games, the ai has a funny way of habitually enslaving entire worlds, inc all the energy production buildings. I find this hilarious, as in my last game (1.4.1.), I kept liberating AI sector worlds from my rival empire, consistently finding their entire populations unproductively enslaved. It was pretty b-flick movie thematic for me as the liberator, but I imagine if I wanted to play an empire that likes certain sections of its population capital in chains, this would be a frustrating affair watching all your productive energy and science pops enslaved for no apparent reason other than cold, computer-calculated vindictiveness :)
 
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No doubt this is true, and sectors have in my experience been significantly improved over time. However, as has been recorded on the forums and experienced in my own games, the ai has a funny way of habitually enslaving entire worlds, inc all the energy production buildings. I find this hilarious, as in my last game (1.4.1.), I kept liberating AI sector worlds from my rival empire, consistently finding their entire populations unproductively enslaved. It was pretty b-flick movie thematic for me as the liberator, but I imagine if I wanted to play an empire that likes certain sections of its population capital in chains, this would be a frustrating affair watching all your productive energy and science pops enslaved for no apparent reason other than cold, computer-calculated vindictiveness :)

If you're Xenophobe, the sector AI assumes you want all aliens kept in chains. If you're Collectivist, it'll enslave only a part of the population. That's basically how it works.
 
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If you're Xenophobe, the sector AI assumes you want all aliens kept in chains. If you're Collectivist, it'll enslave only a part of the population. That's basically how it works.

Oooh, that's new info for me. Thank you. Looking forward to 1.5 and the refinements you've mentioned.
 
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Ah now that makes sense, from a roleplay perspective.

Also explains why I never had huge problems with the sector AI as I am usually not playing slaver empires.

Though I can understand that it's frustrating for the munchkin slavers.

Maybe an option to divert the xeno slaves for work on farms and mines across the empire would be neat. (resettling without huge influence cost? Best automatic in my opiniong.)
 
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I'll put a screenshot into this thread... to show just one example of how stupid the Sector AI is.

If you're going to complain about the Sector AI behaviour...
1) post a save game!
2) describe exactly what you think they are doing wrong and give reasons!

Like Wiz says, the AI will act differently based on your empire ethics and a whole host of other factors that you don't know about.

Simply posting a screenshot and saying "They're being stupid, please fix it so I can earn achievements" is entirely unhelpful and does not contribute to making the game better.
 
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If you're Xenophobe, the sector AI assumes you want all aliens kept in chains. If you're Collectivist, it'll enslave only a part of the population. That's basically how it works.

This is the first time I've heard this. Is there any existing document that contains this and other concise explanations of the sector AI's behavior/ "thought process"? Just knowing /what/ it bases its decisions on would probably make it much easier to work with, and give people much less reason to complain.
 
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This is the first time I've heard this. Is there any existing document that contains this and other concise explanations of the sector AI's behavior/ "thought process"? Just knowing /what/ it bases its decisions on would probably make it much easier to work with, and give people much less reason to complain.
The same thing was posted in "Official" Sectors thread on the very first page. How we are supposed to post ideas\feedback\bugs if no official guide about how Sectors at least supposed to work is available? But no, no answers for that.
 
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