Description
AI does not respect energy budget
Game Version
2.6.*
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
There exists a new undocumented "feature" which causes problems in the lategame AI development.
In 2.5.* AI was building buildings trying to stay below energy upkeep specified in /common/ai_budget/00_energy_budget.txt. Which means that it was possible specify your energy upkeep to be a 0.8 fraction in peacetime and 1.2 in wartime causing AI to smartly stockpile energy during peace and then spend it during wars (fleet outside of starbase has higher upkeep).
In 2.6.* there is a hardcap, AI will never let it energy upkeep be above its energy income. This may sound great if you don't think about it too much, but it means that in the lategame any AI, modded or not will eventually have all their planets empty from buildings and will not build new buildings because they have energy upkeep.
In 2.5 it was possible to make energy_upkeep_budget be higher than 1.0 allowing to circumvent the issue, but it's no longer possible.
Another problem with this hardcap is AI being stuck because of exceeding their navalcap. You see, anchorages, strongholds and starbases all have energy upkeep, so if an AI is exceeding their navalcap (as both the human players and the AI frequently do in the lategame) and hitting the cap they will not try to increase their navalcap. So even though a fortress/anchorage or a starbase will eventually decrease the spending due to decreasing ship upkeep it will not get built because the building itself has an upkeep.
It would be really great to have AI respect the budget again instead of having uncircumventable hidden block at 0 energy upkeep.
Steps to reproduce the issue.
Upload Attachment
AI does not respect energy budget
Game Version
2.6.*
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
There exists a new undocumented "feature" which causes problems in the lategame AI development.
In 2.5.* AI was building buildings trying to stay below energy upkeep specified in /common/ai_budget/00_energy_budget.txt. Which means that it was possible specify your energy upkeep to be a 0.8 fraction in peacetime and 1.2 in wartime causing AI to smartly stockpile energy during peace and then spend it during wars (fleet outside of starbase has higher upkeep).
In 2.6.* there is a hardcap, AI will never let it energy upkeep be above its energy income. This may sound great if you don't think about it too much, but it means that in the lategame any AI, modded or not will eventually have all their planets empty from buildings and will not build new buildings because they have energy upkeep.
In 2.5 it was possible to make energy_upkeep_budget be higher than 1.0 allowing to circumvent the issue, but it's no longer possible.
Another problem with this hardcap is AI being stuck because of exceeding their navalcap. You see, anchorages, strongholds and starbases all have energy upkeep, so if an AI is exceeding their navalcap (as both the human players and the AI frequently do in the lategame) and hitting the cap they will not try to increase their navalcap. So even though a fortress/anchorage or a starbase will eventually decrease the spending due to decreasing ship upkeep it will not get built because the building itself has an upkeep.
It would be really great to have AI respect the budget again instead of having uncircumventable hidden block at 0 energy upkeep.
Steps to reproduce the issue.
Upload Attachment
Last edited:
- 2
Upvote
0