Author Topic: List of Things That Alert AI Neighbors  (Read 4632 times)

Offline Known Issues

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List of Things That Alert AI Neighbors
« on: December 05, 2012, 01:51:39 pm »
I understand that it's a big no-no to alert the AI of a core planet, which is a high level planet close to the AI homeworld that is characterized by having 2 warp gates. Should only park in an adjoining system with one of them jammer command stations. But what are all the other things that can put the AI on alert? Could it be the special forces post? Is the answer "anything that raises the AIP?"


Thank you, thank you.
« Last Edit: December 05, 2012, 04:03:01 pm by Known Issues »

Offline TechSY730

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Re: List of Things That Alert AI Neighbors
« Reply #1 on: December 05, 2012, 02:02:59 pm »
From what I can remember:

1. If there is at least one non-allied (neutral or human controlled) planet (note, that would exclude nebulae) adjacent to the planet and there is no warp jammer command station on it
2. If there is a substantial enemy force on it
3. If there is a substantial enemy force on an adjacent allied (AI controlled) planet


Unfortunately, I am unsure of what classifies as a substantial enemy force.

Offline chemical_art

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Re: List of Things That Alert AI Neighbors
« Reply #2 on: December 05, 2012, 02:11:52 pm »
From what I can remember:

1. If there is at least one non-allied (neutral or human controlled) planet (note, that would exclude nebulae) adjacent to the planet and there is no warp jammer command station on it
2. If there is a substantial enemy force on it
3. If there is a substantial enemy force on an adjacent allied (AI controlled) planet


Unfortunately, I am unsure of what classifies as a substantial enemy force.

These numbers stick out for me:

Greater then 49 fleetships or greater then 1 starship.

That was ages ago though, idk if it has been updated.
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Offline Known Issues

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Re: List of Things That Alert AI Neighbors
« Reply #3 on: December 05, 2012, 02:20:20 pm »
Thanks, guys. What's the upshot for your endgame attack plans? Do you camp out 2 planets from the core planet (thus 3 from the AI home) world and transport in through an unalerted core/home situation or do you painstakingly mini-raid that neighbor of the core world and set up your base with a warp jammer command station there, generally speaking?

...but then, that might not even work, bcs it could be hard to defend the warp jammer command against swift AI raids while it's setting up if you only have a skeleton crew of defenders. Dunno. :-\


Offline chemical_art

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Re: List of Things That Alert AI Neighbors
« Reply #4 on: December 05, 2012, 02:34:48 pm »
Thanks, guys. What's the upshot for your endgame attack plans? Do you camp out 2 planets from the core planet (thus 3 from the AI home) world and transport in through an unalerted core/home situation or do you painstakingly mini-raid that neighbor of the core world and set up your base with a warp jammer command station there, generally speaking?

...but then, that might not even work, bcs it could be hard to defend the warp jammer command against swift AI raids while it's setting up if you only have a skeleton crew of defenders. Dunno. :-\

In general I neuter that bordering world so it doesn't reinforce quickly, then engage in baiting till the AI gets down to its minimal after strategic reserve and then either

A) I keep hammering away at the AI winding its strategic reserve down (effective if you have a strong fleet)
B) Suicide run to a guard post, knocking it (or them) down. Rinse and repeat.
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Offline TechSY730

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Re: List of Things That Alert AI Neighbors
« Reply #5 on: December 05, 2012, 02:41:18 pm »
Yea, pretty much any way you approach it, you are going to face pretty hefty losses. The AI HWs are pretty well defended.

The key is to not throw away so much at too quick of a rate that you can't deal with any "backwash" you might get. Also, while attacking the HWs, don't forget the other AI actions (like waves and such).

If you are having trouble handling the "backwash", you might want to consider warheads. At this point, you are at the endgame, so any AIP increases aren't going to stay relevant long.

Offline Delwack

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Re: List of Things That Alert AI Neighbors
« Reply #6 on: December 06, 2012, 12:18:25 pm »
I tend to take one of two strategies, with a variety of tactical or strategic branches, depending on the specific situation and technologies involved [note, I always consider putting the homeworld on perm alert too risky]:

1) Take the world next to the core world [put the core world on alert]:

Pros: 
*Transports arrive at AI homeworld with minimal damage (1 hop damage).  This allows escape via transport if necessary.
*Manual retreat is possible, through enemy core world, if it should become necessary
*It is possible to quickly reinforce your position if necessary.
*Can potentially create a 'beachhead' in the core world area to keep the wormhole clean and/or help neuter the plant if that is your plan. 
*Easier to get warheads through to the AI homeworld alive (if it is your intention to use nukes etc.)

Cons:

 Mil station:
*Puts core world on alert, practically forcing you to neuter it to allow for effective attack/retreat path.
*Neutering process puts homeworld on (temporary) alert while you neuter it, causing significant reinforcement.
*Special forces may show up to defend core world, dragging out battle longer and putting homeworld on alert for even longer. 
*Depending upon map layout, this can put MANY core worlds on alert all at once  (I think I put 3 core worlds on alert once, doing this.  This is very bad if ships start overflowing into carriers, even if you neuter a single core world as a path to the homeworld.)

 Jammer station:
*Vulnerable to free-threat killing the station
*Losing jammed-world is serious blow, now putting core world on alert.  By the time you recover the Jammer station, the damage has already been done typically, and it is often now useful to instead rebuild as a mil3.   
 Both:
*Threat can 'hang out' on the Mk V world, waiting to come into your station, making passing through or accomplishing neuter goals that much more difficult. 


2) Take the world one hop out from the coreworld

 Pros:
*Core world and homeworld are never on alert unless you are there with a fleet that very second.  This means they will only reinforce when you attack, and freed threat will immediately leave the systems (once you are gone) to search for softer targets. 
*Station type doesn't really matter for the taken world, in so far as you don't need to take special consideration as to putting any core or homeworld on alert, and may just be facing standard planets. 

 Cons:
*Any attacks are one-way trips.  If using transports, you will make 2 out-of-supply jumps, trying to get back to your space would constitute a 3rd out of supply jump, destroying your transports.  The amount of enemy territory you'd need to go through also makes manual 'walking' retreats a disaster. 




Each method has it's pluses and minuses.  If I have the resources, flows, spare fleet and time to slug it out in a longer battle, I'll usually take the planet next to the core, mil 3 it up, neuter the core world, then whittle the homeworld bit by bit. 

If I'm looking for a faster strike with more limited time/resources, or if my fleet is needed elsewhere mots of the time, I'll probably take the 3rd world out (or one next to the core and jam it), prepare small, surgical, suicide strikes against the guard stations, and then confront the strategic reserve and home command station with the main force as the 'final grand battle.' after eliminating all the guard posts with very minimal losses.

So a lot will also depend on your strategic situation.