Thanks for the answer Keith. Mine, to your questions :
- Multiply AIP by AI level = real AIP used for wave and reinforcements.
- Mutiply AIP by AI level squared = real AIP used for wave and reinforcements.
I'm not sure exactly what you mean here, but rest assured that there are difficulty-based multipliers for both of these Diff 10 probably gets around 9x the pain as Diff 7 in a lot of ways, and in some places it's probably worse.
I meant that the current multipliers multiply mainly the number of units coming by waves, if I remember correctly, not the quality. The formula is still something like 200-diff*10, 800-diff*10 and so on ? So with 400 AIP you get 200 to 1000 lvl 2 ships because lvl 3 ships are at 700+. The point of this change would be to get higher AIP so higher diff unlock higher quality ships for wave much sooner. So, 10 planets taken from the AI would mean lvl 2 waves for diff 7, lvl 3 waves for diff 9. Again, number indicative and not representative of any balanced system at all, other formulas could apply to balance the game better.
Anyway, not being able to take more than 20 planets without encountering a stalemate situation is fine (and not unique to this phase of the game's lifetime). But I'd prefer if you still had a decent shot with 20 on Diff 7.
This still poses a "problem" for large maps, the skill needed to beat up a 40 system map with 20 AI system captured is not the same as the skill needed to win a game with 20 AI system captured for a 120 system map. If intended (again) some displayer should at least be put stating that. In my opinion, larger maps are already more difficult because the ressources tend to be scattered around, making defenses much harder to mount up.
I'd personnaly prefer the way Civ5 did it though (bonus / malus to global happiness depend on map size), but really I have no problem with either.
* Normal AI reinforcements now have an "effective AIP cap" of (AIDifficulty^2)/2.
** So, for example, a Diff 7 AI's normal reinforcements will not increase from AIP increases past 245 (on Diff 8 it'd be 320, on Diff 9 405, and on Diff 10 500).
** The main reason for this is that reinforcements tend to produce stalemates rather than player-loses outcomes. If the player really oversteps the viable AIP range then waves or CPAs or something like that should step in to kill them, but reinforcements generally aren't going to do that.
This looks promising