I still support my idea to automated it to the point that I never have to think about it, but only in the late game.
I guess my question then is: why not just have it say "You Win" at that point? Or do you still get challenge at that point even with 100k+ knowledge?
Keith, some of your suggestions about making the AI respond specially and specifically to resource gathering sounds like a bit of a hack to me. IMO, it's as though your not seeking a comprehensive solution, but solving every tiny problem though 10,000 conditional checks. The super-terminal like response from the AI command station is my main complaint.
I'm just trying to find a way of making knowledge gathering more interesting, for those who want it that way. Part of why it would seem conditional (not nearly so many checks as you might think, but I digress) is that we've already heard from a number of players that don't want it comprehensively more difficult. Neither do you, you just want it to give you all the knowledge and be done with it
But I'm not sold on that idea either. Anyway, thanks for posting that poll, I'll be interested in the results.
The command station idea will be exploitable (unless it's not . I'll just delete/scuttle the command station before it ever dies and rebuild it using a dirt cheap colony ship. If I can't scuttle it without taking AIP, then I'll still scuttle it and get it over with, since it will probably end up dying anyways and I mine as well have it producing resources now. IMO AIP penalties are too step to justify, and would be like golems which are rarely used.
Yea, the idea is that you'd only get the AIP if you failed your knowledge grab (that is, lost the station), rather than paying it just for trying. On the scuttling; I would likely make a rule for those that you can scrap without AIP if it's already gotten all the knowledge from its planet and the neighbors. But I'm not trying to work out all the details on that since it may not be a worthwhile path in general.
You could give the proposed mark III research station/structure (Mobile or stationary? I don't care.) an initial knowledge cost and a large resource cost, thus making it mainly useful in the late game when you would have enough resources to build it. It could also have AI wave penalties if further risk is needed.
About hacking, shouldn't the AI prefer to attack any position which has wave penalties, or at least consider this when choosing where to attack, or does it already do this? This would seem a more comprehensive implementation rather than a bunch of logic specific to only research stations.
Well, the wave multipliers are one way that would certainly work on the average, but if you scuttle the structure before a wave is sent against that planet then the multiplier doesn't apply (well, I think you have to scuttle it, save your game, quit, and reload, but it's basically never done since those structures all give AIP on scrapping). Also, times between waves can be pretty large, and I was looking for a more immediate reaction to something that you'll probably be done with fairly quickly (1000s ~= 16.6 minutes).
As for knowledge cost and large resource cost... well, I guess it depends on the magnitude, but generally something with a really large resource cost takes a long time to build, etc. Would you really rather deal with that instead of an AI assault?
And on the more recent posts: I'm happy to provide a sort of auto-explore for science ships to automatically go to planets you actually already own to get the knowledge (assuming they don't have to cross hostiles, etc), what I'm focusing on here is knowledge from hostile planets in supply.