Maybe in latest patch stardock has gotten the ai alittle wiser in using starbases?
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I don't think so. It looks to me like all the AI's build a flood of constructors when a resource opens (due to war, surrender, etc). Then when someone lands the resource, the rest of the AI's vying for the resource have nothing to do with their constructors and tend to plop them down wherever they were at the time, or in the immediate vicinity.
Besides, how could AI junk starbases prevent a culture flip? Sounds like somebody is spamming the starbases like mad. If you are running out of room and still don't have enough to flip, then the new 3-tile limit would seem to be working as planned.
I've never built more than three culture starbases in any single sector, and not more than one in a sector where I don't have planets. Influence is all about the influence resources. If I don't have them, I either go after them or go after another victory condition.
Oh, and I'd like to see the scoring take more into account. Turning off victory conditions ought to reduce your score. Disabling cultural victory and "conquering" the galaxy with an endless flood of party palaces ought to be counted as a cultural victory. Why even allow the option to be turned off? The only reason some folks are doing that is to exploit the unbalanced scoring awarded to military victories.
The galactic resources in general are the controlling force. Influence and military resources rule all. If you don't have any, winning a cultural or conquest victory is made immensely harder. And yet there remains all kinds of cheese in the game for getting around this, such as AI's willing to trade away their resources and starbases and unable to defend them or even to TRY. Then there's the "park ships next to target starbase, give ships to base owner's enemy". I don't know how to close that one down without breaking three other things. Yet the influence resources are SO powerful, and the military are right behind them. With the AI mishandling them, there are all kinds of ways to con the system. Short of the annihilation strike, sometimes just blitzing enemy influence and military starbases is all it takes, but at least a strike against starbases brings a war. Some of these other tricks have no costs.
The AI doesn't prioritize the resources. It doesn't defend except by pumping up the starbase defenses, which is nothing to a determined attacker. Defense in this game is a joke. GalCiv is just as prone to the SoD (Stack of Doom -- mass your units into a pile and roll over the AI's scattered forces) as any other 4X game I've ever seen. The GalCiv AI only targets bases the same as any other target, beelining to whatever is closest. That is probably the biggest factor making huge maps easier: the AI's unintelligent handling of starbases really shows on a larger map. On a small map, it's "beeline" mentality doesn't handicap it so badly because the distance from its production centers to the targets is so much smaller.
Essentially, though, the issue with the AI and terror stars is merely part of the larger picture of the AI's ineptitude with starbases in general. It does a good job going after resources and building up those bases, but it never protects them with ships, and it has no strategy for using bases beyond either range extenders or resource gathering. Those two points, it does well, but that's the limit of its ability.
Not only is the AI bad at using terror stars, it's bad with invasions period. Does it calculate how many forces it may need to take a world? Does it even try? All I see is pure beeline. Build a transport, send to nearest enemy world. If not for the massive boosts given the AI on Maso, the much-hyped GalCiv AI would not be putting up any fight against the top players.
In the early or middle game, the beeline tactic works OK for the AI. It's massive production boosts and other bonuses can leave it with unbeatable tech and production advantage, and the beeline can roll you up. That should not be mistaken for clever tactics. There is no organization to its battle plan. There is no battle plan. Later in the game, when the planetary defenses are in play and populations soar into the high tens of billions, the AI is still puttering along with the same old same old "one transport at a time" beeline strategy.
In one of my early Maso games, I rode out a situation where I had been completely crushed militarily.
http://www.network54.com/Hide/Forum/message?forumid=237344&messageid=1066152493
I sat and ignored the inept AI invasions while I raced on to a tech victory. That was a heroic game, but the main danger posed by the AI was all the influence mines they had. With four or five in the hands of one AI, as soon as it got a planet within two sectors of anybody else, the flips started to happen. Militarily, the AI was hapless on the invasion front. They did keep targetting the same system until it fell, but only because it was the closest and thus the one it would beeline all its new transports to.
Is the terror star equation any different? The AI is good at expansion, but only because it plays with full spoilers and can immediately beeline its ships to the best stars, and even then it spams the colony ships like mad. The AI is good at trade, but again, only because it cheats (by knowing the map, not having to scout). And again, it spams the freighters. The AI always sends out way more freighters than it can have trade routes, and the extras bounce from star to star until they are wiped out or a new route is enabled or an old one is shot down. The AI is good at building up a military, but that is all it ever does, beeline up the military branch of the tech tree, because any AI who falls behind on military will soon be dead, while the player can either trade for military tech, wait for a sweetheart trade offer, or outplay the AI on diplomacy, often by bribing the AI's to attack one another to keep them too busy to notice the player is fairly well defenseless. If an AI ever started to build cultural starbases along its borders to try to stretch its influence, rather than to build military like it always does, I'd faint straight away from the shock! LOL The AI is decent at research, but always takes the same path -- and anything that is too predictable is strategically exploitable.
Overall, this AI is better than the average, but the best players all migrate to Maso, where the AI's massive bonuses hide a multitude of strategic weaknesses. I guess we'll have to wait and see what improvements the AI gets in the next patch and go from there.
Kudos to Ray for noticing the AI's complete inability to do anything useful with terror stars.
- Sirian