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- Standard (Default)
- ...
- Nebula (Ion)
- ...
- Caslon (Fuel)
- Rare (Good)
- ...
- Core (System fleet)
- Rim (no threat)
- Outpost (possible threat)
- Border (Friendly)
- Pirates (Unfriendly)
- ...
- Busy (more docking bays)
- Rich (more cargo bays)
- ...
These are not meant as pick one but rather a list of checkboxes with some excluding each other.Instead of two or more different hulls, one hull should become expandable (Small, Medium(?), Large, Huge(?)). Resources have to be spent as usual with the existing being used as deduction - not starting from scratch but expanding.
The AI has several hints for what to choose. Nebula is easy. Caslon and Rare goods, too.
When ship queue up at a station put it on notice. Fire a check after a meaningful time and expand when necessary.
Same goes for piling up resources. Farther away stations will see less frequently a freighter. Deals with Rim and Outpost, too.
Threat assessment could be based on game settings (do pirates respawn?), diplomatic relations (near the station), aso asf.
No specialized AI but a few basic rules it can apply. Gathering information about games, as long as player agrees, can be used to train the AI. Yes, DW2 has no AI and thus it can not learn by itself. But with every game played and with every piece of data exchanged, better working rules could be found instead of inventing arbitrary numbers in the hope that they will fit.
Different races, different governments, different rulers have different mindsets (and traits) and thus would alter their actual ruleset making each empire (more or less) unique.
As long as these rules are simple combing them should not make the game stutter. There is no need to check them with each tick. Put them in a queue after some time for reevaluation and do it when the game isn't busy.
Anyway, much too long for a simple response :(
Feel free to grab the above and throw it in another, more proper thread, to be mauled by the audience. Hopefully that will add some spice to the result.
Given how simple the AI designer is... I think having this as a player option is as far as we'll get.
But if there ever are real difficulty options that don't have you just bathing in money, micro-designing custom roles could be the way to go against the odds.
Multiple roles are just our human way of dealing with these problems. Give us hundreds of combinations and we wouldn't use them - ok, maybe a handful of nerds, but not most of the players. Give us dynamic role-trees, based on the same ones the AI would use, let us modify/add/merge our own silly ideas of what would be the better combo because we anticipate the evil (or good) moves of the opponents' moves, besides our own stumbles across the stars, and I'd happily let the AI run most of my stations while I concentrate on my own good (evil) moves.
These could them be doubled to either have significant ion shielding or not if the orb is in a nebula.
Simple rule for the AI to understand.
I agree along these lines. It shouldn't be too difficult for the AI to ascertain what it needed and compute a hierarchy for station builds. A game 'memory' could even be created to remember its most successful builds and pick from among those in future campaigns.