AI War has become
very grind-y with the latest updates to the AI logic, mainly the "do not attack until firepower greater than player firepower" is the issue, along with waves that spawn as CPAs. Here's what I've observed so far in my playtesting with regards to that:
1. Waves that spawn as CPAs will spawn on an AI planet, and thus they will turtle there for whatever else that triggers them to attack. These waves typically (without force CPAs being on or them being normal CPA waves) happen when:
a) no AI planets connect to a player planet.
b) no AI planets that connect to a targeted player by a bully or assassin AI.
These CPA waves make it
far more difficult in penetrating a planet because of the numbers in which they spawn--during mid-game that's about 500-1 000 ships that instantly bolsters an AI planet that otherwise should have never been; even more so if you have multiple players (and in my unfortunate case, three players and a bully AI: three planets instantly reinforced). I've not had too great of an issue with it because I always choose autobombs now (these seem mandatory in a long-term game) and they're perfect in most situations. However, it would take far more effort and time in reducing their unnatural numbers with normal ship fleets, and so that's why I think this is a bad approach in 'improving' AI behavior. It makes both new and veteran players reluctant to get anywhere in the game because it's too difficult now.
Now on to actual CPAs; I know I've already posted about my 18k/30k threat levels in an extremely long game, but I'm seeing
all the time now, that there's a great number of threat hanging overhead from CPAs; they never do anything with their ships, so they're just "somewhere" out there in the galaxy. The following series of screenshots depicts our four-hour three player game with 7/7 bully/turtle AIs; the surrounding planets, which are clearly of a greater firepower.
We're busy attacking an AI planet while the two planets sit around doing nothing; that planet in the center has nothing beyond a few defenses, but yet the AI doesn't do anything.
Here are our ship numbers after taking the planet.
This is the aggregate firepower.
There is a ton of ships on both of the planets (mixed, I can't tell what's part of a CPA or wave that turned CPA beyond a 1K fighter cloud), but obviously the AI has the upper hand in this situation. However, from this roll-over of the threat (just read you could do that now):
2 880 ships are on Clarity's End, which is the top connecting III planet while 984 exist on the III planet below. While that's not all their ships on each of the planets, that's significant enough that it should attack.
The CPAs doing nothing imposes both a huge offensive obstacle and performance issue. Before, CPAs were a fun and dangerous thing to undergo: the AI could come from any direction, and all your fronts would be attacked by streams of AI ships, and after the wave you could use that as an anchor to attack because the AI expended its ships from planets that accumulated ships. Now all I see is a... well, nothing really. I don't want to say I don't
care about the AI being intelligent, but I definitely don't want the game to become any more grind-y than it is currently, and that's something I am really bothered about.
Please offer your thoughts.