I'll base my work on what I did times ago
here about the AI "personality". I'll go tab after tab; some has been added, some has been heavily modified. AI Types have been smashed apart between unlock-packs, aggression/preparation ratios and a list of personal plots.
Map- Number of Planets
- Map Style
- Seed
- Expansions
- Untangler's button
-
Campaign TypeGame Options- List of On/Off for collections of ship types: Cloaking, Teleporting, Parasites (reclamation), Tractor Beams (turrets too), Swallowers, Fast Drones. (All ON by default.)
- Available ships (Simple/Normal/Complex)
- Combat Style (Epic/Normal/Blitz)
- Unit Cap Scale (Ultra Low/Low/Normal/High)
- Performance Profile (same)
- Visibility (Complete Visibility/Partial FoW/Full FoW/Extra FoW)
* "Extra Fog of War" option's effect becomes "completely hides unexplored planets" (which is the old "show unexplored planets" unchecked option).
- Cheats (on/off)
- Salvage & Reprisal (on/off)
- Crystal (on/off)
Minor FactionsFirst List: "Friendly Factions"
- Human Resistance Fighters (0-10)
- Broken Golems (on/off)
- BotNet Golem (on/off)
- Neinzul Roaming Enclaves (0-10)
- Spirecrafts (on/off)
Second List: "Hostile Factions"
- Human Marauders (0-10)
- Zenith Miners (0-10)
- Zenith Devourer (on/off)
- Neinzul Preservation Wardens (0-10)
- Champion Nemesis (0-10)
Third List: "Neutral Factions" (or "self-balanced")
- Human Colony Rebellion (0-10)
- Zenith Traders (on/off)
- Zenith Dyson Sphere (0-10)
- Fallen Spire (0-10)
- Spire Civilian Leaders (on/off)
- Dark Spire (0-10)
- Nebulae (on/off)
- Showdown Device (on/off)
- Nomad Planet (0-10)
- Exodian Blade (on/off)
Discussion:
- Broken Golem, BotNet Golem and Spirecrafts have no built-in exowaves. Fallen Spire keeps its own special builtin exowaves.
- Neinzul Roaming Enclaves have only the friendly enclaves.
- Neinzul Rocketry Corp is now an AI Plot.
- Zenith Dyson Sphere is candidate for friendly faction because it's too easy to befriend it, but it's technically self-balanced.
- Champion Nemesis is candidate for AI Plot.
- Showdown Device is candidate for AI Plot.
- Alt.Champ.Progress is replaced by its reversal: if a player takes the "champion" role without activating the Nebulae "MF", it has what is currently the Alt.Champ.Prog, and if the Nebulae is activated, the "XP as K" mechanism is replaced with the original nebulae. While this doesn't present the things in the order as they were designed and added to the game, it's thematically coherent: Nebulae are deeply "minor factions", and the current AltCP is nothing but gameplay.
AI OptionsThe main difference between AI Options and AI Plots is that Options are ON by default (their presence is meant to be part of a vanilla game) and Plots are OFF by default (their presence is meant to spice up and enrich a game).- Auto AIP quantity (default: 1)
- Auto AIP frequency (default: 30 min)
- Wave Warning (on/off)
- Core Shield Generator (on/off)
- Special Forces (on/off)
- Strategic Reserve (on/off)
- Deepstrike Threatening (on/off)
- Homeworld AIP Floor (+10 AIP floor for each homeworld's CGPost destroyed) (on/off)
Second column for AI 1:
- nickname (default: "AI 1")
- color
- difficulty (1-10; default: 7)
- aggression (0-10; default: 5)
- preparation (0-10; default: 5)
- preemption (0-10; default: 0)
- technology modifier (0 to +5; default: 0; influence minimum mark used by AI, like technologist AI types)
- resource handicap (+/- X%, default: 0%)
For aggression and preparation: link.Third column for AI 2:
same as AI 1.
TODO: where to put the unlock-packs?
- List of unlock-packs for AI 1. All OFF by default.
- List of unlock-packs for AI 2. All OFF by default.
AI PlotsFirst List: Grand Plots (common to both AIs)
- Cross Planet Waves (on/off)
- Schizophrenic Waves (on/off)
- Avenger (on/off)
- Hybrid Hives Quantity (0-10)
- Hybrid Hives Evilness (0-10)
- Astro Trains (0-10)
- Hunter (0-10)
- Shark A (0-10)
- Warp Relay (on/off)
- Exogalactic Strikeforces (0-10)
- AI Warheads (on/off; mechanism of Neinzul Rocketry Corp)
- Territorial (on/off; the AIs territories don't mix but form two distinct, continuous territories)
Second and Third Lists: Personal Plots (one list per AI)
- Beachheads (on/off)
- Shark B (0-10)
- Nuclear Command Station (on/off)
- Scorched Earth (on/off; overrides Nuclear CS)
- Backdoor Exo Wormhole (on/off; the ones in human HW, like the backdoor hacker)
Every plot below is neither on/off nor 0-10. It's None/Rare/Everywhere. If None is selected, the button is red. If Rare is selected, the button is like unselected. If Everywhere is selected, the button is yellow (like selected). By default, everything is "Rare".- Planetary SubCommanders
- Dire Guardian Lairs
- Mines
- Eyes
- Alarms
- Gravity Drills
- Black Hole Machine
- Attrition Generator
- Shield Booster & Inhibitor
- Raid Engine
- Counterspy Eye
- Radar Jammer
- Planetary Cloaker
- Counter Wave Guard Post
- Captive Human Settlement
- Ion Cannons, OMD & Warhead Interceptors
- Fortress
- Super-Fortress
- Neinzul Cluster
- Neinzul Virus
- Neinzul Nest
- Core Guard Post (CGP able to spawn outside of HW; this one's default is "None".)
Plots below are special abilities of AI Types that are not seeded structures. They're all on/off.- Camouflager
- Speed Racer
- Tag Teamer
- Chivalric
- Cowardly
- Kite Flyer
- Reservist (0-10?)
- Starfleet (Normal/Commander/Fanatic)
- Vanguard
- Mime Reprisal
- Overreactive Reprisal
- Bouncer
- Special Forces Captain
- Golemite
- Crafty Spire
- Support Corp
TODOThe "random AI Type" and "reveal random AI Type" still need to be crafted within this system. Maybe the "lobby scripts" can be used for that: setting semi-random plot packs for the players to discover ingame.
The "special abilities" may be true "AI Types", limited to one per AI (maybe two). Same thing for the "unlock packs". However, all the seeded structures (Mines, Fortresses, Raid Engines, Shield Booster/Inhibitor, etc) must go in a plot-like list.
The list of personal plots is rather long. Maybe the seeded structures (None/Rare/Everywhere) can be listed in a separated menu, but that would make 5 lists (1 for grand plots and 2 for each AI) in one screen... However the current AI Type list is rather long too and poses no (big) problem, so maybe it's okay to have a long list of personal plots.
I was thinking of a "is your setup balanced" feature: by assigning some points to Minor Factions and Plots (+1 for Resistance Fighters, -1 for Marauders, -3 for Exo Wave, +3 for Golems, +2 for Roaming (friendly) Enclaves, etc), the lobby would display a ratio by summing these points and say "This game will be too ease. Consider adding Hostile Factions or Plots" or "This game will be very hard. Are you sure you don't want to Remove some Plots or Add some Friendly Factions?"
EDIT:
AI Types are not tweakable/mixable enough but that huge list of plots sounds daunting. To solve that, a dropdown list in the AI Type panel named "automatically setup premade AI type" would allow players to select an old-AI-type-like that would set several parameters (like preparation/aggression/preemption, unlock packs and plots). Players would still have the choice to change these settings after selecting a premade AI.