AI quirks and a trick or two . . .
from
Stardock Forums
A few I've noted:
1) When the AI gets in influence/cultural trouble it starts building Agenta centers. Too bad, it takes too long, so they're dead before they get even one built. It needs to do a better job seeing the influence train coming down the road . . .
2) Bad AI move - not totally stupid, because I can see a human doing this to. Yor and I had some good trade going on. We're one (Yor) and two(me), and he declares war on me - plus he's at war with almost everyone else too - while I'm at peace. His economy goes to hell, losing lots of cash, he quickly asks me for peace and I agree.
However, I don't start any new trade routes with him, the ingrate, I take my extra ones and move to another race. He can trade with me but I won't trade with him. His economy continues to crash. He moves from #1 in every category - military, influence, economy, research, etc. to middle or bottom. His morale on his planets plunge to the 20-40s. He has to disband most of his fleet because of his money problems, hahaha, revenge for all those lost games is sweet
3) The AI doesn't seem to like stadiums. When I take them over, they oftentimes/sometimes seem to have morale problems, and stadium are one of the first things I build for morale, you get a little money with your 20%.
4) The uber-ship ploy. Your first two research vessels can become uber-ships due to all the goodies you find. When your first war comes, draw them back and put one each in the two colonies the AI focuses on - usually it's one or two. These become deathtraps with the uberships. They'll take out oodles of starfighters, defenders, even battlecruisers - all because of their hitpoints and boosts to attack and defense from anomalies. At least long enough for you to build/bring in reinforcements.
All that said, I lost my first six starts - finally won tonight - or on my way to winning, I'd say, so I'm NOT saying the AIs easy . . .
Grifman
1) When the AI gets in influence/cultural trouble it starts building Agenta centers. Too bad, it takes too long, so they're dead before they get even one built. It needs to do a better job seeing the influence train coming down the road . . .
2) Bad AI move - not totally stupid, because I can see a human doing this to. Yor and I had some good trade going on. We're one (Yor) and two(me), and he declares war on me - plus he's at war with almost everyone else too - while I'm at peace. His economy goes to hell, losing lots of cash, he quickly asks me for peace and I agree.
However, I don't start any new trade routes with him, the ingrate, I take my extra ones and move to another race. He can trade with me but I won't trade with him. His economy continues to crash. He moves from #1 in every category - military, influence, economy, research, etc. to middle or bottom. His morale on his planets plunge to the 20-40s. He has to disband most of his fleet because of his money problems, hahaha, revenge for all those lost games is sweet
3) The AI doesn't seem to like stadiums. When I take them over, they oftentimes/sometimes seem to have morale problems, and stadium are one of the first things I build for morale, you get a little money with your 20%.
4) The uber-ship ploy. Your first two research vessels can become uber-ships due to all the goodies you find. When your first war comes, draw them back and put one each in the two colonies the AI focuses on - usually it's one or two. These become deathtraps with the uberships. They'll take out oodles of starfighters, defenders, even battlecruisers - all because of their hitpoints and boosts to attack and defense from anomalies. At least long enough for you to build/bring in reinforcements.
All that said, I lost my first six starts - finally won tonight - or on my way to winning, I'd say, so I'm NOT saying the AIs easy . . .
Grifman