Author Topic: Give me a reason to expand  (Read 4921 times)

Offline ZarahNeander

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Give me a reason to expand
« on: July 15, 2009, 07:02:52 am »
Disclaimer: last 1 1/2 games I played diff.6, 60 Planets, everything complex

Not my usual but my one and only strategy is:

a) get 8-10 planets
b) secure my holdings (I'm stubborn about that)
c) get an adv. factory
d) win

Once I achieved a) I see no reason to expand further except in the direction of an adv. fac. Once I achieved c) I have zero reason to expand.

As soon as I have a three-digit resource income, my basic ships build && I 'only' have to replace my losses, resources become meaningless. In the one game I finished the number of available space docks was the limiting factor. Besides I go crazy on metal manufactories (and I wonder when they get hit by the nerf stick), so between those replacement cycles I have enough time to stockpile another bunch of resources.

Adv. research: it might be everything from parasites (Yeah!) to armor (Bleh). Not to talk about the fact that they require another 7000 knowledge to make the unlocked ships meaningful for offensive purpose. So if they are in my way, great, more low level defenders are always welcome, but if they are more then 2 hops away and/or compromise my defensive position too much: no way

Thinking that taking a system will up the AI progress by another 20 is usually wrong. Except you want to make that system your designated wormhole bait, it's 20 + 10 x (number of hostile wormholes). Ignoring specops posts, which I kill with a vengance. I'm very reluctant about that. One solution though is sorched earth.

To summarize: the cons for expansion outweigh the pros. Granted I haven't played MP so far where it might be a different story. Link up with your allies and such.

Actually I like that fact that AI:wars doesn't require a domination victory (to speak in Civ4 terms) but the above has quite some implications:

-First and foremost knowledge. I research ship upgrades, engineers && tachyon emitters as soon as I see 'clocked' (Might be mines, might be minipods). Side note: the 'clocked' number is a tad too much intel for my liking. Basically thats it. I usually lab-raid when gate-raiding, but deep penetrations in hostile territory for knowledge are not my cup of tea. Too much grinding for my taste. So 80% of the techs are meaningless for me. For that reason I'm not too excited about DLC: the number of techs increases, the amount of knowledge does not.

-Onve I've gathered enough intel, more than 60% of all planets become uninteresting at one blow. They just clutter the galaxy display.

-A 'same procedure as every game' feeling. Mind you the tactical challenges are still exciting && different with every game but it feels like pulling of a SoP. E.g different on the tactical level, but uniform on the grand strategy scale.

Possible solutions -just brainstorming-:

-some means of range restriction, though I doubt it would chance much for me.
-make sorched earth less effective. Make the AI slowly resettle unoccupied systems
-finite resources. I never played a game where finite resources were an option && worked. And if it's not an option it requires some heavy balancing. Sceptical about that
-Drastically decreasing the amount of resources you can store. Say from 300k to 60k. I'd be more inclined to go from 125/sec to 250/sec if I couldn't store so much resources
-a different knowledge mechanism. In its current incarnation the knowledge model doesn't give me options it takes away options. Admittedly this is not related to the expansion topic.
-'While colonizing xxx you've discovered alien technology'. Make some high end stuff only acessible through colonizing not by research. (Warp gates, I want warp gates with the annoying caveat that the AI can use your warp gates too). Stuff like that.

Well, thanks for reading...kind regards..Pia Kraft

Offline x4000

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Re: Give me a reason to expand
« Reply #1 on: July 15, 2009, 08:55:40 am »
Disclaimer: last 1 1/2 games I played diff.6, 60 Planets, everything complex

Not my usual but my one and only strategy is:

a) get 8-10 planets
b) secure my holdings (I'm stubborn about that)
c) get an adv. factory
d) win

Once I achieved a) I see no reason to expand further except in the direction of an adv. fac. Once I achieved c) I have zero reason to expand.

Well, bear in mind that the game is primarily balanced for 80 planets and up -- it is much easier to get to everything on the map (and thus take fewer planets) with fewer planets.  60 should really be pretty similar to 80, but when you get down in the 40 range or below it is a pretty markedly different experience.  Same with if you have 120 planets or something, everything is more spread out and it is much more difficulty to get what you need.

That said, the idea is that you are not supposed to take more planets than a certain percentage of the galaxy.  You've hit upon one of the core strategies of this game, which is to figure out how to limit your expansion and go for the victory before the AI Progress gets too high. 8-10 planets is a little on the low side, I'd expect you to have to capture more like 1/4 of the planets in the map in order to win if the difficulty level was at the edge of what you can handle, but that's the general idea by design.

As soon as I have a three-digit resource income, my basic ships build && I 'only' have to replace my losses, resources become meaningless. In the one game I finished the number of available space docks was the limiting factor. Besides I go crazy on metal manufactories (and I wonder when they get hit by the nerf stick), so between those replacement cycles I have enough time to stockpile another bunch of resources.

Metal manufactories aren't overly likely to get nerfed, at least not from what I can think of at this stage, but we'll see.  As for the rest, it honestly just sounds like you are playing on too low a difficulty for your skill.  On a higher difficulty, you will need to expend more resources just to defend yourself, and you'll therefore have fewer resources and ships available for offense.  Thus you'll need more territory in order to increase your income, but then you have to defend whatever you take, which begins the cycle anew.  So when you play on a difficulty that is appropriate for your skill, the art of expansion into the galaxy becomes incredibly strategic with a lot of difficult decisions.  When you play below your difficulty level, everything is too easy for you and so of course you have resource surpluses, no pressure to get more ships or knowledge, etc.

Adv. research: it might be everything from parasites (Yeah!) to armor (Bleh). Not to talk about the fact that they require another 7000 knowledge to make the unlocked ships meaningful for offensive purpose. So if they are in my way, great, more low level defenders are always welcome, but if they are more then 2 hops away and/or compromise my defensive position too much: no way

This, also, is most likely a factor of the AI difficulty being set to below your skill level.  In a harder game, you'll need the extra ship cap to help defend yourself.  Maybe not all 5 of the advanced research stations in every game, but probably at least three of them.

Thinking that taking a system will up the AI progress by another 20 is usually wrong. Except you want to make that system your designated wormhole bait, it's 20 + 10 x (number of hostile wormholes). Ignoring specops posts, which I kill with a vengance. I'm very reluctant about that. One solution though is sorched earth.

Yep, this is quite right.  This becomes one of the great challenges of playing on a harder difficulty, is that the scorched earch pattern is effective in preventing too many hostile wormholes and too high an AI Progress, but it doesn't get you anything much in the way of resources.  If you are playing at a level where things are tight and you're not overflowing with resources, this becomes a very tough decision.

To summarize: the cons for expansion outweigh the pros. Granted I haven't played MP so far where it might be a different story. Link up with your allies and such.

Yes.  Even in multiplayer, this is often the case.  Past a certain point (I would say 30 planets out of 80 max), expansion becomes much more negative than positive.  Again, this is by design -- if you could take every planet without consequence, then there would be no strategy in it.  When you are playing on a difficulty level where you are constantly finding everything is hard around you, and you are short on ships from your attacks as well as all your defenses, then expansion for more resources and knowledge and ships becomes really desirable, but also still a two-edged sword.  So that's one of the chief grand-strategy dynamics of the game, but if you play on too low a difficulty for your personal skill level, then that whole aspect will be missing because there is no pressure on you.

Actually I like that fact that AI:wars doesn't require a domination victory (to speak in Civ4 terms) but the above has quite some implications:

-First and foremost knowledge. I research ship upgrades, engineers && tachyon emitters as soon as I see 'clocked' (Might be mines, might be minipods).  Side note: the 'clocked' number is a tad too much intel for my liking. Basically thats it.

The cloaked number is basically there just to make it so that you can evaluate the planet and know if there are hostile forces there or not.

I usually lab-raid when gate-raiding, but deep penetrations in hostile territory for knowledge are not my cup of tea. Too much grinding for my taste. So 80% of the techs are meaningless for me. For that reason I'm not too excited about DLC: the number of techs increases, the amount of knowledge does not.

Yes, deep raiding for knowledge is not something many people do.  I don't think that's really needed, at least not when you are taking more like 1/4 of the planets.  When you are playing on smaller maps, or on too-low difficulties, then you will need fewer ships and thus fewer unlocked techs.  That's just part of the nature of having a smaller map, since there is both less to defend and less to attack.  Everything is "closer" in terms of the number of galaxy map hops, etc.

Also, as for 80% of the techs being meaningless...  I would posit that a lot of that comes from being on too low a level.  But also, there are some issues with balance in terms of people preferring the offensive techs to the defensive ones.  The "Upper Level Bombers a Requirement?" thread has some interesting discussion and speculation this topic -- I think there are some interesting ideas there to try to get players to use more of the techs.

However, I should also point out that, by design, players should never be seeking (or even able) to get all of the techs in any given game.  In your average game, you should be getting maybe 10%-30% of all of the techs out there, depending on the size and length of your game.  This is where the "build your own civ" aspects come in.  Depending on the style of the AIs you are playing against (some of which can be quite different), and the type of ships you have on your side and are facing, and your general style of play (are your more of a turtle or more of a rusher), the techs that are valuable to you in any given campaign, or for any given player, are going to vary greatly.

-Onve I've gathered enough intel, more than 60% of all planets become uninteresting at one blow. They just clutter the galaxy display.

Actually, I would posit that 60% of the planets are "uninteresting" from the start, in many senses.  The trick is to find the interesting ones out of all the uninteresting areas.  And sometimes, an uninteresting planet becomes interesting just because it is between you and your real goals.  Evaluating which planets are of strategic importance (interesting), and those which are not (uninteresting) is a key part of the larger strategy of the game. 

Not to sound like a broken record, but if you are playing below your appropriate difficulty level, then you will get what you need too easily and more of the planets will seem uninteresting instead of interesting.  When you are struggling to expand while defending yourself, and the nearest advanced research station is three hops away behind some "uninteresting" planets between you and it, the situation gets a lot more challenging and those uninteresting planets become a lot more interesting.

-A 'same procedure as every game' feeling. Mind you the tactical challenges are still exciting && different with every game but it feels like pulling of a SoP. E.g different on the tactical level, but uniform on the grand strategy scale.

I have not really heard that from anyone else so far -- in fact, generally just the opposite.  It sounds like you are a very good player, playing below your difficulty level.  I'd suggest trying out difficulty 7 or even 8 and see how the balance changes.  Also, you might prefer 80 planet maps, given that it will make your expansion more challenging and interesting.  If you are used to CivIV games (you mentioned it in passing), I think that will be more to your expectations to have one of the larger maps.

Possible solutions -just brainstorming-:

Always welcome!

-some means of range restriction, though I doubt it would chance much for me.

If you play larger maps and/or higher difficulties, this happens implicitly.  It will change a lot for you, I'm guessing.  The lower difficulties and smaller maps by nature are easier to get around, and everything seems closer than it is really designed to for expert play.  Some players like that quicker instant-gratification aspect, and that's fine for them, but for you it sounds like you are looking for the experience given by larger maps and higher difficulties.

-make sorched earth less effective. Make the AI slowly resettle unoccupied systems

I have toyed with this off and on, and in fact I might do something along these lines as an option at some point, but right now scorched earth is the only thing saving some players from oblivion when they are playing at the higher difficulty levels.  Scorched earth is only overly effective in your games right now because you are not otherwise limited for resources, so that makes the decision to scorch a planet not a tough one.

-finite resources. I never played a game where finite resources were an option && worked. And if it's not an option it requires some heavy balancing. Sceptical about that

Yes, this is on my "maybe" list already as something to potentially do as an option for future DLC.  It's going to take some balancing, though.

-Drastically decreasing the amount of resources you can store. Say from 300k to 60k. I'd be more inclined to go from 125/sec to 250/sec if I couldn't store so much resources

In higher difficulties, this effectively happens because you are needing to spend more.  Having a resource excess is a sure sign that you are playing below your difficulty level.  No matter what your skill level is, if you are a grand world champion Starcraft player or something, I think there is a level of AI here for you.  The level 10s are absolutely brutal, I last around 8 minutes with them.  The jump from 6 to 7, from 7 to 8, and from 8 to 9 are all somewhat logarithmic in their scaling upwards.

-a different knowledge mechanism. In its current incarnation the knowledge model doesn't give me options it takes away options. Admittedly this is not related to the expansion topic.

Well, again, we're talking about ways in which to make the defensive techs more attractive and relevant -- feel free to join in on that other thread and share your thoughts -- but I think that overall the knowledge model is pretty good besides that.  In the game Fallout 3, or many RPGs for that matter (Neverwinter Nights comes to mind), you get limited "knowledge points" or whatever, and the upgrades you research for your character are thus challenging based on your desires and playstyle.  AoEIII did something similar with customization of cards in its home city shipments, and even in games like Civ where you have a really deep tech tree, you get something of that effect. 

The idea is that you are supposed to have to choose between the available techs, and those are supposed to be challenging choices since you can't have everything.  For some of the non-offensive techs, those will be only relevant for some play styles or against some AI opponents or in some general scenarios in the game.  There might be a few that you never use, since they just don't match your style or needs, but other players might use those very heavily.  Force fields are a great example of this, where most players don't use them but some players find them completely indispensable.  I don't expect every player to love every particular strategy, but that's why the players are free to take what is there and play their own way, versus being forced into a particular style.  Every tech in the game has been useful to at least some players, which has been my goal.  There is no true chaff, where it's useless to everyone and thus completely overlooked (well, maybe stealth tachyon beam emitters, but I think that's the only one).

-'While colonizing xxx you've discovered alien technology'. Make some high end stuff only acessible through colonizing not by research. (Warp gates, I want warp gates with the annoying caveat that the AI can use your warp gates too). Stuff like that.

Oh yeah, this is a huge focus for me with the expansions.  I think that will really add a lot of variance to the maps, and a whole lot of new options.  I think that will really expand the game in many meaningful ways.  In the meantime, though, I think there is a lot on offer here if you are playing on a difficulty level that actually challenges you.

Well, thanks for reading...kind regards..Pia Kraft

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Offline darke

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Re: Give me a reason to expand
« Reply #2 on: July 15, 2009, 10:04:20 am »
Ah, you sound like me when I was playing through the various AI levels. :)

The trick with this game is that you're not playing against the computer as such, you're playing against yourself. :) If it's too easy, as x4000 has gone on like a broken record about, you're not playing with a high enough AI. :)

In short there are a number of main "hardness" dials:

1) AI level
2) AI type
3) Handicaps
3) #planets and map type
4) The various "advanced settings" fiddling. Though those are more personal preferences as to how you like the game then direct difficulty.

AI level: Quite a lot of the extra-nasty tactics don't get turned on until AI 7, especially since the latest patches have added even more since I was seriously playing AI 6. I actually went back to play a set of AI 6's recently to test things out and I found them unbelievably easy. Really, playing AI7 will make the game a heck of a lot more interesting. :)

AI type: This affects a *lot*. If you've only played easier, then you really need to try a few of the harder ones. :) I wouldn't necessarily suggest using a random Harder, since there's quite a few that are just generally obnoxious. But a random Medium one would be good.

Counter spy is obnoxious, because it means you pretty much can't scout beyond adjacent planets easily, so this one will force you to spread out. Teleport Turtle makes attacking and clearing out a planet considerably more painful, especially since they have teleporting engineers to repair things should you pull back to recuperate (plus every planet has at least one tachyon turrent, often more then one per wormhole!). Feeding parasite is all the wonder of using parasites... except they really suck when used against you. :) Stealth Master and Viscious Raider both make planetary defense a real pain.

As to the Harder, the Attritioner is irritating, your ships basically take damage whilst sitting in one of their systems. I think the overall hardest of the non-cheating AIs (the Technologist * cheat I tell you! :) ) is the Special Forces Captain. Multiple specops posts on every world is wonderfully painful. :) Attack a system with 200 ships you say? Noooo, it's 200 ships plus the thousand that are running through the wormholes between a few dozen specops posts in nearby systems that keep pouring into the system. :)

I still think the Backdoor Hacker should be an Easy class AI, but His X-ness is rather insistent that n00bs shouldn't accidentally play it. :)

My preference for a particularly nasty pair I enjoy failing miserably against is Special Forces Captain and Teleport Turtle. :)

Handicaps: More AI resources is more enemy hitting you, and more enemy in conquered planets. Tends to mean you need to spend more on defense, and more on defense technologies as well, thus you tend to want more knowledge.

#planets and map type: Ignore Mr X (in the nicest possible way :) ), I found the play difference between 60 and 80 quite dramatic. 60 I had the same issue as you where I'd just grab a few planets, I'd relatively quickly find the enemy and then find I'm only a couple of planets away, take them out and I'm there. For 80 I really found I couldn't take more then a minimum of 15 if I tried, and usually by the time I found the enemies home world, I'd find their planets were off on a long arm of the galaxy so I'd have to take another 5 or 6 planets on the direct line there.

Also the map types (simple/simple hub) make a lot of difference. There's not so much of a change between realistic and simple (really just more wormhole exits), but hub and non-hub are quite different, the non-hub ones mean you often have to take every planet in a line whether it's good for you or not, since the wormhole defense will slaughter you otherwise, whereas with hubs you get a lot more to pick and choose from.

The advanced settings are really more preferences then difficulty levels as such. If you don't like cloaking, or astro trains, or whatever you turn them off. Want faster and harder combat, Fast & Dangerous is for you (I seriously recommend it), want lots more fiddly starting ships then you want Complex, and I particularly like the Schizophrenic AI modifier, so I can never tell what it's sending to me in it's waves. :)

If you want a real challenge, play the map listed here with two AI7s: http://arcengames.com/communitywiki/index.php?title=Player-Favorite_Maps (I used Complex ships, so the start world will be Infiltrators) if you manage to win that withonly 8-10 planets I will be impressed. :)

(But seriously, AI7. Have I mentioned it enough yet? :) )

Offline x4000

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Re: Give me a reason to expand
« Reply #3 on: July 15, 2009, 10:14:49 am »
Darke, your response was so awesome that I couldn't help but add it to the community wiki:  http://arcengames.com/communitywiki/index.php?title=All_About_Tweaking_The_Difficulty_Level

Also, I'm thinking now that the Backdoor Hacker should be a moderate AI type, rather than harder.  I'll put that in the next prerelease. :)
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Offline darke

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Re: Give me a reason to expand
« Reply #4 on: July 15, 2009, 10:23:54 am »
Darke, your response was so awesome that I couldn't help but add it to the community wiki:  http://arcengames.com/communitywiki/index.php?title=All_About_Tweaking_The_Difficulty_Level

Also, I'm thinking now that the Backdoor Hacker should be a moderate AI type, rather than harder.  I'll put that in the next prerelease. :)

Yay! :) I still think it should probably be an easier. But then again, it did decide to warp two starships into my home base (the wormhole in this map is right next to my command center...). At about 30 minutes into the game. When 90% of my ships were in the next planet over finishing off the last few stragglers.

Thankfully the AI has a Serious Grudge against harvesters so they leisurely strolled over to the other side of my planet and started taking them out one by one rather then sneeze on my command center and watch it fall over. >.> <.<

Offline ZarahNeander

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Re: Give me a reason to expand
« Reply #5 on: July 15, 2009, 10:42:05 am »
Thanks much X4000 && Drake for the elaborate reply.

Convinced! I ditch my AI6 game && go AI7. To my excuse: this is the first RTS which holds my interest for longer then 30 min. In approx. 30 years (yes I'm that old :D)

But concerning 80 systems: I'm seriously challenged when it comes to spatial sense. I'm known as the woman who managed to put RAM with the wrong side in her comp (not recommended).  Which means an 80 system map looks like spagetti to me..no plan. Esp. in the lobby. For me an option to zoom the galaxy map is high on my wishlist

Okay...NOW MUST KILL SPECOPS CAPTAINS!!...thanks again..

PS: yes the obsession of the AI with harvesters is quite handy..

Offline darke

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Re: Give me a reason to expand
« Reply #6 on: July 15, 2009, 11:01:56 am »
Convinced! I ditch my AI6 game && go AI7. To my excuse: this is the first RTS which holds my interest for longer then 30 min. In approx. 30 years (yes I'm that old :D)

Yeah, I have that problem with RTSes as well. I play the first couple of maps of a new game then never get back to it. :)

But concerning 80 systems: I'm seriously challenged when it comes to spatial sense. I'm known as the woman who managed to put RAM with the wrong side in her comp (not recommended).  Which means an 80 system map looks like spagetti to me..no plan. Esp. in the lobby. For me an option to zoom the galaxy map is high on my wishlist

Try the "Simple" map types, they are quite, well, simpler. :) "Realistic" ones toss paths everywhere and are quite a bit more to wrap your head around. AI7 on 60 planets is still a challenge and I'd recommend that first anyway, since I don't think you get the wormhole command posts on AI6, so it's quite a bit harder to explore and such when they're there. :)

Okay...NOW MUST KILL SPECOPS CAPTAINS!!...thanks again..

I did say they were hard, so don't expect it'll be easy to get started. :) It takes a bit of luck and experience to reliably setup a start world since you'll likely get hit with a swam of ships within the first minute. :)

PS: yes the obsession of the AI with harvesters is quite handy..

It's only relatively dumb at the start of each game though. I quickly find they start bee-lining for my engineers (which are considerably more expensive) soon enough, they learn to take out Space Docks and command centers though too. :)

Offline ZarahNeander

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Re: Give me a reason to expand
« Reply #7 on: July 15, 2009, 11:05:46 am »
One last comment....

In your average game, you should be getting maybe 10%-30% of all of the techs out there, depending on the size and length of your game. 

I see your point && I like it. But isn't that a bit on the low side esp. cause so much techs are mandatory?

Anyway I promise I shut up for now && play on AI7  ;D

Offline x4000

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Re: Give me a reason to expand
« Reply #8 on: July 15, 2009, 11:09:46 am »
Thanks much X4000 && Drake for the elaborate reply.

No problem!

Convinced! I ditch my AI6 game && go AI7. To my excuse: this is the first RTS which holds my interest for longer then 30 min. In approx. 30 years (yes I'm that old  :D)

Wow, that's cool!  I'm honored it's captured your attention where others have not. :)

But concerning 80 systems: I'm seriously challenged when it comes to spatial sense. I'm known as the woman who managed to put RAM with the wrong side in her comp (not recommended).  Which means an 80 system map looks like spagetti to me..no plan. Esp. in the lobby. For me an option to zoom the galaxy map is high on my wishlist

Like darke said, the Simple map types are intended to solve this particular problem.  If that doesn't work for you, let me know, but zoom in the galaxy map is something that I worry would be more challenging to use than would be problem-solving for most purposes (since often connections would go far to the side, outside of where you are zoomed in, anyway).

PS: yes the obsession of the AI with harvesters is quite handy..

Yeah, that may need some looking at.
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Offline x4000

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Re: Give me a reason to expand
« Reply #9 on: July 15, 2009, 11:15:27 am »
One last comment....

In your average game, you should be getting maybe 10%-30% of all of the techs out there, depending on the size and length of your game. 

I see your point && I like it. But isn't that a bit on the low side esp. cause so much techs are mandatory?

Actually, my thought is that is pretty on the high side.  With expansions and ongoing DLC, I hope to get that lower (more options, but same amount of knowledge to spend).  Look at it this way:  in AI War, there is only one civ (and it's completely customizable).  In other RTS games, they tend to have many civs that are fairly or completely fixed in their format. 

So in AoEIII for instance, you get something like 12 civs, all of which have different units.  So in any given game, you have NO option of having more than 1/12 of all the uinits at your disposal.  In their expansions that changes to more like 20 civs, so more like 1/20 of all the units in any game.  Add in their "cards" system for each civ, of which you can only employ something like 5% of in any game, and you are only seeing 5% of 1/20 of all techs in a game, and 1/20 of all units in a game.

Of course, a lot of the civs and techs are pretty similar, so it balances out that way.  But even in a game like SupCom where you have very different civs but fewer of them, you are looking at a max of 1/4 of all units being under your control in any given game.

My goal with AI War was not to have those kinds of artificial restrictions (because, inevitably for me at least, I wind up wishing I could tweak the civs in other games), but to offer the same sort of subsetting that the fixed civs have.  Otherwise, every game just tends to play out the same, and you always know what your opponents are going to have.  This way, you can really get a different flavor of game per player, which is pretty cool.
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Offline darke

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Re: Give me a reason to expand
« Reply #10 on: July 15, 2009, 11:24:10 am »
In your average game, you should be getting maybe 10%-30% of all of the techs out there, depending on the size and length of your game. 

I see your point && I like it. But isn't that a bit on the low side esp. cause so much techs are mandatory?

Anyway I promise I shut up for now && play on AI7  ;D

I was going to add this is probably another "ignore X, he doesn't know what he's talking about" thing, but I did a bit of math on the technologies and he's right. :) There's only about 44 techs there at the start, and by the time you've grabbed a couple of advanced research stations, you'll have another 2 per station (I normally get three, so that's something like 50 techs all up).

There's only really 6 techs that are "mandatory" (the II and III fighters/bombers/cruisers), but you can get away without Tech III fighters and cruisers if you're careful. You'll generally want to upgrade to Tech II and III of your chosen special ship, and often you'll want to do the same with at least one of the other ships you grab from advanced research. Then there's usually tachyon turrets (if someone's hitting you with cloaking), Advanced Warp Sensor (in obscure cases, or you're still in the learning stages), the Mobile Repair Ship if you're taking a bit of a pounding, the Transport Ship if there's an advanced research station you want to grab, but it's on the other side of a set of perma mines and that's the only way in.

Mine layer and force fields are useful if you're getting particularly hammered by the AI, as is the extremely expensive Fortress, but I haven't had much in the way of experience with it, so it's probably still a bit hit-and-miss to use. For particularly long games, with lots of wormholes in important planets, you'll be wanting to grab the Tech II and probably III short range turrets and MLRS's.

And of course Engineers are always your friends, and the extra resources from an upgraded command station are apparently pretty useful in multiplayer games.

There's also upgraded starships as well, but I haven't really used them.

Generally I'll get about 15 or 16 out of the 50-ish possible ones in a game, so definitely the high side of 10%-30% but certainly close enough for government work. :)

Offline x4000

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Re: Give me a reason to expand
« Reply #11 on: July 15, 2009, 11:31:25 am »
Generally I'll get about 15 or 16 out of the 50-ish possible ones in a game, so definitely the high side of 10%-30% but certainly close enough for government work. :)

Bear in mind that we were talking apples and oranges, to some degree.  I was also including all of the techs from the bonus ship types that you don't have.  That would be an extra 25x2 techs in addition to your initial count of 44.  So that's 94 techs in all, the way I was calculating it (total options not just in the current game, but out of the whole selection the game offers).  The pre-sub-selection of the ship types creates more "hard barrier" type limits like the civs of other RTS games do, so when considering all of the possible techs in another game (across civs), this sort of comparison seemed to be the most relevant.

But, it's cool to see that the numbers still pretty much work even when you consider only what is available in any given single game.
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Offline darke

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Re: Give me a reason to expand
« Reply #12 on: July 15, 2009, 11:38:50 am »
Bear in mind that we were talking apples and oranges, to some degree.  I was also including all of the techs from the bonus ship types that you don't have.  That would be an extra 25x2 techs in addition to your initial count of 44.  So that's 94 techs in all, the way I was calculating it (total options not just in the current game, but out of the whole selection the game offers).  The pre-sub-selection of the ship types creates more "hard barrier" type limits like the civs of other RTS games do, so when considering all of the possible techs in another game (across civs), this sort of comparison seemed to be the most relevant.

But, it's cool to see that the numbers still pretty much work even when you consider only what is available in any given single game.

Probably only because my recent games have been really on the offensive side of things, so I've been grabbing the more expensive techs, rather then the cheaper ones like tachyon/turrets/mine layers/scouts and the like, plus I don't tend to do much in the way of research raiding so I do tend to be a bit on the minimal side too I guess. :) But really you're talking another, maybe 5 or so techs, it's easily within margin of error. :)

Offline CautiousChaos

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Re: Give me a reason to expand
« Reply #13 on: July 15, 2009, 11:51:44 am »
I think I'd prefer to keep the number of knowledge points lower so that I have to make decisions on which technologies to unlock versus knowing I'll eventually get them all.  Best yet is that the technologies I unlock might *need* to vary game-to-game because of the behaviors and situations posed by the map and the AI, which I would believe is the case.

Offline x4000

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Re: Give me a reason to expand
« Reply #14 on: July 15, 2009, 12:38:39 pm »
Best yet is that the technologies I unlock might *need* to vary game-to-game because of the behaviors and situations posed by the map and the AI, which I would believe is the case.

Exactly... :)
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