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It's a slightly better approach overall.
Imagine if you have an AI being 230/30 (so 200 points over the admincap for 80% penalty) while making 180 research. This means that the AI is teching up about as much as a 100-research empire would if it was below admincap.
Maybe your reaction is "Wow, that's horrible, we better build an admin building to fix it". But if you look at the situation closer if an AI builds an admincap building it will cause it to be 180 points over admincap (decreasing the penalty from 80% to 72%). This means that now we are teching up as fast as the 180/1.72 = 104.7 research empire would.
But instead starnet would simply build an extra lab. Scientists make 12 research base, but realistically since research can be boosted by stability and techs (and AI bonuses if you play above ensign) the scientists will be making not less than 15 research. Thus building a lab increases the research output from 180/1.8 = 100 to 210/1.8 = 116.7.
In other words in terms of science output even in the situation which looked disastrous (200 over admincap, yikes!) building a lab increases research more than 3 times better. It's only later in the game when the empire is making much more science per month when building an admin building becomes worthwhile.
I'm not saying that you're wrong or that my observation proves that "200 over the cap" is not the correct way to go; I haven't done the math on my observation to come to a strict conclusion.
But yes, I am taking the "200 over the cap" into severe question because salvor's equation doesn't account for community goods.
That said, if you figured out that playing with 0 consumer goods can be (close to) optimal gameplay in certain circumstances then that would definitely be in the interest of perfecting salvor's AI, but I think we need more details on the steps required for that.
And as Agent Orange touched on, it means the AI has to build more consumer goods facilities to maintain the increased demand on research and unity structures.
500/30 equates to an approx 188% increase in tech costs. This means labs are reduced to an effectiveness close to 3-4 research a month (from 12), compared to base tech/research rates.
after all its a good mod
The AI hurts his economy fairly seriously now by not building for admin cap. I only see them building it after they have way too many scientists already. The actual math is rather simple since 25 bureaucrats double your research once you have 25 scientists bureaucrats are strictly superior. (There are some extreme exceptions but they can be ignored.) This is the worst case scenario ignoring unity and without any bureaucrat bonus or other sources of research such as stations, realistically you want to build them earlier. The bonuses scientists get don't matter. (Except for the difference between each and because of other sources but this is irrelevant.) So going for close to admin cap at least after 25 scientists would be a solid idea for any situation for the AI. Also while culture workers are weak unity itself is not useless.
Unrelated but AI also shouldn't build strongholds (They don't get AI bonus on this right?). They also build too many shipyards yet they go over naval cap so anchorages would be much more beneficial. Worst thing is that they don't deathball their fleet but that can't be modded I guess.