Currently, AIs tend to be very same-y in terms of what they do, and how they build. This is a result of the 2.2 update being as rushed as it was, but I think it could be easily fixable within the existing AI personalities system. I'm not sure if the wiki is up to date, but it currently lists colony spending vs military spending as one of the weights that the AI has. When minerals were used for both ships and planets that mattered, but now Alloys are never used planet-side, I doubt its useful. I will be dividing this into two sections: Economic and War.
AI personalities work on a system of Characteristics and Behaviors. Characteristics are things that are present or not: stuff like enslaving, Attacking neutrals, Multispecies, etc. Behaviors are a modifier value, with 1.0 being a generalized norm.
Existing Characteristics/behaviors wiki.
Economic
Characteristics
Behaviors
Synthetic Resource production would be split determine to the needs of the empire, both in what production is currently has and what buildings it wants to upgrade next. It would also be heavily weighted to be built on larger planets with plenty of districts, or on Ecumeopoli. That way the building slot only giving 1 job isn't an issue.
Commercial Zones will have a weight to be built when a planet is running out of districts. This is contrasted with the weight of other buildings: If an empire has 1.5x Armament and is being threatened, it likely will never build commercial zones. An empire with 2.0x Commerce would probably be building commercial zones with 3 or 4 districts still empty.
War
Currently, AI have a preferred weapon type. This can be either kinetic, energy, guided, or strike craft. The trouble is that the AI tends to make perfectly mixed fleets, and (as far as I know) the research AI doesn't have any preference or weight towards the preferred weapons. I'd like the AI to ONLY research the weapons they are going to use, mostly ignoring ones they have no preference for. However, since guided and strike craft have limited slots, I'd move to a system where an AI personality can have 1 to 3 weapon groups they use (the code would allow any number of weapon types, to support modding)
Weapon Types
AI personalities would also have different ship hull designs they would like using (Picket Corvette, Artillery Bow Interceptor stern Destroyer, etc.), with ratios they like keeping in their fleets (10 Corvettes, 5 Destroyers, 1 Battleship). This way AI that prioritize guided could have lots of Corvettes and Cruisers, and those with Strike craft can have more cruisers and Battleships. The ship hull design choice would ensure that AIs using Guided, PD, and Strike craft actually have those slots on their ships, and AIs not using them wouldn't.
Utility
Currently, AI personalities use a ratio of Armor, Hull, and Shield Modules. This seems perfectly fine, and I see no need or benefit of changing the system.
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Thoughts? Other things you think should be AI Characteristics?
AI personalities work on a system of Characteristics and Behaviors. Characteristics are things that are present or not: stuff like enslaving, Attacking neutrals, Multispecies, etc. Behaviors are a modifier value, with 1.0 being a generalized norm.
Existing Characteristics/behaviors wiki.
Economic
Characteristics
- Robot Liberator (builds robots, full rights)
- Robot Exploiter (builds robots, servitude)
- Fortifier (builds fortresses, and fortress worlds at chokepoints)
- Harmonious (builds unity buildings)
- Providing (Aims to use Utopian Abundance or Social Welfare, if able, instead of population controls)
- Resettler (resettles pops, instead of using Population controls, if other planets have space)
- Trader (will sell/trade/gift excess food/cg, instead of using planetary edicts)
- Lawful (will react to crime by building prescints and/or using edict)
- Pragmatic/Utilitarian/Idealist Trade (uses Wealth creation, Consumer befits, or Marketplace of Ideal trade policy)
Behaviors
- Armament (Buildings devoted to alloys)
- Science (Buildings devoted to science)
- Industry* (Buildings devoted to Consumer Goods)
- Entertainment (threshold of amenities at which a Holotheater will be built/upgraded)
- Synthesis (rare resource production)
- Commerce (building commercial zones when near district cap)
Synthetic Resource production would be split determine to the needs of the empire, both in what production is currently has and what buildings it wants to upgrade next. It would also be heavily weighted to be built on larger planets with plenty of districts, or on Ecumeopoli. That way the building slot only giving 1 job isn't an issue.
Commercial Zones will have a weight to be built when a planet is running out of districts. This is contrasted with the weight of other buildings: If an empire has 1.5x Armament and is being threatened, it likely will never build commercial zones. An empire with 2.0x Commerce would probably be building commercial zones with 3 or 4 districts still empty.
War
Currently, AI have a preferred weapon type. This can be either kinetic, energy, guided, or strike craft. The trouble is that the AI tends to make perfectly mixed fleets, and (as far as I know) the research AI doesn't have any preference or weight towards the preferred weapons. I'd like the AI to ONLY research the weapons they are going to use, mostly ignoring ones they have no preference for. However, since guided and strike craft have limited slots, I'd move to a system where an AI personality can have 1 to 3 weapon groups they use (the code would allow any number of weapon types, to support modding)
Weapon Types
- Energy (lasers, plasma, Particle, Lance)
- Kinetics (Mass driver, Autocannon, Artillery, Cannon)
- Guided
- Strike Craft
- Piercing (Disruptor, Cloud Lightning)
- Point Defense (Flak, PD)
AI personalities would also have different ship hull designs they would like using (Picket Corvette, Artillery Bow Interceptor stern Destroyer, etc.), with ratios they like keeping in their fleets (10 Corvettes, 5 Destroyers, 1 Battleship). This way AI that prioritize guided could have lots of Corvettes and Cruisers, and those with Strike craft can have more cruisers and Battleships. The ship hull design choice would ensure that AIs using Guided, PD, and Strike craft actually have those slots on their ships, and AIs not using them wouldn't.
Utility
Currently, AI personalities use a ratio of Armor, Hull, and Shield Modules. This seems perfectly fine, and I see no need or benefit of changing the system.
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Thoughts? Other things you think should be AI Characteristics?
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