For a long time the wardens were basically dormant, not sure how it got that way. Several people were noting how they never really noticed the wardens when they were enabled. About a month and a half ago I straightened out some of the numbers (the stats on their drones were really out of date, for one). Apparently something worked
In general here's how it works:
Spawning logic
1) Every 25 seconds (on wardens = 4/10; lower intensity gets higher interval, higher intensity gets lower interval), it does a warden check.
2) During a warden check, first it adds the number of human metal and crystal harvesters to the warden counter.
3) Then, if the warden counter >= 1300, it does a warden spawn on an AI homeworld.
4) The number spawned is based on the special difficulty modifier, which is based on difficulty, number of human homeworlds, number of human champions, and AI handicap.
- On single-homeworld, no champions, difficulty 7, this is 1.
- On single-homeworld, no champions, difficulty 10, this is 5 (the interpolation is not linear, it grows slowly between 7 and 8, and fast between 9 and 10).
Individual Warden logic
1) Squadron building/deployment
- Every second, at 50 + the number of metal+crystal harvesters to this warden's build point total
- On high caps, 600 build points equates to one ship in the internal squadron
- On high caps, a warden can only hold 250 ships
- If the internal squadron exceeds the minimum for a spawn (on high caps, 100), then:
-- If antagonized, deploy squadron. Can be antagonized by:
--- Was damaged by a human ship in the last 10 seconds.
--- Has a target it is shooting at.
--- An enemy unit is within 4000 range.
--- On or adjacent to a planet with a harvester, deploy squadrons
2) Warden Movement
- If on a human-controlled world, and not heading towards a wormhole (or headed towards a wormhole but not as part of a chain leading to an AI homeworld), clear all commands.
- If no commands, and on a human-controlled world, get a wormhole path to an AI homeworld.
- If no commands, and on a non-human-controlled world, get a wormhole path to a human world.
Anyway, if anyone has balance feedback on these, I'm happy to hear it, though if the faction intensity and/or the AI difficulty are really high it's generally going to be nasty. I haven't heard much about them in a while.