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You need edit edict for no sectors and set flags for ai.
But it will cause heavy load on the game. May be.
My one concern is how to monitor energy income--I'll probably need to put in overrides for keeping the energy income positive with all the new buildings the empires will have to maintain.
There is no sense change a lot of things.
I think it's related to not having any blocker tests in the "tile_has_food_more_than_others" scripted trigger, as well as not having an "and" check for 0 resource tiles.
I'm not sure the best way to solve this honestly--maybe just let the normal AI building code sort it out since it is what knows it has a negative food availability?
Otherwise, we can pick a random empty tile and give it a farm?
Overall, it's going _really_ well...not nearly the performance issue I thought it might be at least through 2350, and I even set it to kick off with a mean time of 4 months. The AI's are still behind because they don't do very well optimizing research in other ways, but at least they have infrastructure and some decent to good fleets :)
I'm still using my personal mod instead of the one here simply so I can tweak, so haven't had a chance to test out the new system you implemented. An additional thing I added is for Awakened Fallen Empires to also use the system.
On normal difficulty, I really didn't notice much change in balance--AI's were definitely improving their infrastructure, but it didn't seem to matter too much in the overall balance.
Hard difficulty however was a completely different story: Empires are now *extremely* challenging, especially if they get a decent to good start. I'm in a game right now where normally I would have the entire galaxy dominated, but 6 or so empires are still showing as equivalent or superior in overall power--and that's not including the Awakened FE.
I'm considering re-basing the code with a different infrastructure algorithm for the AI empires--the code itself is very good for supporting a human player, but if I can figure out how to make it more dynamic, I think a better set of algorithms to support the weaknesses of the AI would make the game even more challenging.
Thanks much Had for making such an awesome mod--I honestly had thought that the empire AI's could never compete with a strong player, but your code is proving me wrong :)