I would not agree with this, but then I do tend to play on > 1x planets, where such a playstyle is viable. Given sufficient time (less time on 3.2.2 I'm happy to see) AIs can bounce back from having some of their worlds stolen. Though, if you're playing with fewer colonies, then yes you get eaten and die fast. The way I see it, there are three ways to look at it,Stellaris is not a game which effectively supports an outcome where you get "slapped down" and continue the game, there's only one real axis of progress for the player, which is getting ever more swole.
- either bring a crisis forward, so that whilst the player is still stronger than the AI in 2240 (by say 3x), they're roughly parity, or a bit weaker, vs the khan. I.e. shift from black to red below. It may mean the AI cant help me, but at leastI'll get a decent fight out of the crisis - neither a steamroll nor a suicide war.
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- hold back player expansion to prevent snowballing (either through gamey softcaps [bad], or through mechanics - like rebellions and so on forcing you to divert resources)
- (Radically depressing the blue bar above) - internal politics as @hart30 points out will likely do this.
- Though I have my doubts that PDX will include situations in vanilla that really impact my Alloy or Research printers in a way that will move the needle on player FP.
- (Radically depressing the blue bar above) - internal politics as @hart30 points out will likely do this.
- buff AIs [inflating the green bar above] (which is already done via difficulty* and general AI work) + try and improve their allocative efficiency (which to my knowledge is not done)
- AIs dont pick techs. Even if you give them a cheat to match player science output exactly, they would still fall behind the player. Because the player plans, as you said, whilst the AI takes a random(ish) walk. They might have my output but I'll pick battleships whilst they're working on extra corvette hull plating or something like that.
- Adding a special event to occasionally "leak" tech choices (but not progress) and a universal AI weight to encourage them to pick tech cards that have been leaked, would indirectly encourage AIs to chase whatever techs an ahead-player has been taking. Narrowing the gap a bit. Buffing research pacts would work towards this too. AIs tend to use those a lot, if a ton of them are stacking pacts that might amount to something.
- * AI difficulty settings don't include tech multipliers though. A small (20-40%) tech income buff, whilst unpalatable to some vs having a "fair" AI, would probably narrow the gap a good deal.
- AIs dont pick techs. Even if you give them a cheat to match player science output exactly, they would still fall behind the player. Because the player plans, as you said, whilst the AI takes a random(ish) walk. They might have my output but I'll pick battleships whilst they're working on extra corvette hull plating or something like that.
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