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IDProjectCategoryLast Update
0002846AI War 1 / ClassicSuggestion - AI Behavior And TacticsOct 3, 2012 3:33 am
ReporterEntrenched Homeperson Assigned ToChris_McElligottPark  
Severityfeature 
Status consideringResolutionopen 
Product Version5.000 
Summary0002846: An Expansionist AI
DescriptionAs a Minor Faction, this would create on a bordering AI Planet a "Reclemation Team" that would send a wave of AI versions of Mobile Builders, Engineers, and a small ammount of guard ships. The Minor Faction would then commence to start building structures that had a very long build time but when constructed made that planet part of that AI network again. This would mean AI Ships could group there for border agression and it would defend it to some extent. The Minor Faction would build a smattering of turrets and FF, but nothing compared to a fully fortified planet. This would make the AI a little more expansionist.

NOTES:
*None of the buildings it constructs would have an AIP increase, so it would have to be a unique command station of some type.
*It would spawn rather quickly, but the buildings the construct would take awhile to complete, meaning you could quickly counterattack to eliminate the AI progress again.
*This would require a bordering AI planet to trigger, so if there was an unclaimed planet surrounded by unclaimed planets, it would not be targeted, but once the AI claimed a neighboring planet they would move to expand into that one.
*Possibly there could be a small AIP every hour for every one of these reclaimed planets under the control of the AI, representing the AI knows that the planet can be threatened by humanity.
*This would eliminate the strategy of leaving empty worlds around you and create a new way to play the game.
*Possibly once the base was fully built control would revert to the AI which originally owned it.
TagsNo tags attached.
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soMe_RandoM

Feb 17, 2011 1:37 am

reporter   ~0010413

nice, this make those planet where it has ARS and 1 M somewhat worth taking and holding as penalty in not if u don't check it a lot. maybe an alert if u have scout on that planet?

TechSY730

Feb 17, 2011 7:30 am

reporter   ~0010417

Sounds more like it should be an AI plot instead of a minor faction, but whatever, the idea is very cool. Would let people choose advanced hybrids (which recolonization of the AI was originally supposed to go into) without fearing leaving neutral planets or feel pressure to hold and recapture planets ASAP. If people want tough hybrids without that sort of pressure, there would be this minor faction/AI plot/whatever.

KDR_11k

Feb 17, 2011 10:50 am

reporter   ~0010420

Also it would let the AI call off the alert on planets bordering long-lost neutral planets, often when I finish a home command I have a long, weakly defended corridor of planets leading there that's often overrun during some major attack event and not worth rebuilding afterwards, this would prevent the systems around the corridor from constantly reinforcing and eventually spilling huge numbers of ships.

Entrenched Homeperson

Feb 18, 2011 9:19 am

reporter   ~0010451

Yea, it should totally be a plot. I didn't have them game open and was blanking on the name of it, so I said minor faction to sound less silly. :P I think it would bring alot to the game because instead of just a battle vs. standing planets it would actually be a real tug of war that didn't leave all these abandoned planets sitting around. It would also mean getting to homeworlds would be alot harder (More fun :P) because you couldn't just clear a path, so to speak.

ludsoe

Feb 19, 2011 2:53 am

reporter   ~0010495

I support this all the way.

Entrenched Homeperson

Feb 20, 2011 9:41 pm

reporter   ~0010550

I was just reading this, sorry for the bad grammer. I wrote this after work -_-

Valtiel

Sep 27, 2012 7:16 pm

reporter   ~0028512

Last edited: Sep 28, 2012 5:10 am

An example of how this could work:

If the "Recolonization" AI plot is enabled for an AI, and that AI has at least one planet with a) a Warp Gate and b) an adjacent neutral world, the AI starts accumulating Recolonization points (this is hidden from the player). When the counter reaches a certain value, a Recolonization Team is spawned into one of the neutral worlds bordering AI worlds with warp gates (and the counter resets).

The Recolonization Team consists of a Construction Pod, a bunch of Engineers, and a group of guards. They move to a location reasonably close to the centre of the planet but not too close to any wormholes (or to the site of the destroyed AI command centre), and the Pod begins building a Recolonization Command Centre (exactly like a normal AI command centre, but without AIP on death). Once this completes, the planet is brought back under AI control.

The Pod then moves to each of the asteroids and wormholes in turn, building a Guard Post or a WHGP on each. Finally, it returns to the Command Centre and builds a Recolonization Warp Gate (again, exactly like a normal Warp Gate, but without AIP on death). Once the Pod has no work left to do, it self-destructs (possibly causing a small AIP increase), and all the guards can be either converted into defenders or released as threat.

While this is going on, the engineers follow the Pod around and assist it, and the guards protect it. The Pod just keeps building as long as there are still structures left to build.

A few notes:
* A "Recolonization Team launched" warning is probably warranted, possibly with either the origin or target planet. A "The AI has recolonized <planet name>" warning might be wanted as well.
* Number and Mark level of guards could be determined by AIP, but could also be based on the mark level of the planet they originate from.
* Higher marks of pod could be created if necessary.
* The rate at which Recolonization points accumulate could be determined by the number of planets eligible for recolonization and the level of the AI plot (1-10, chosen at start of game).
* The AI will favour recolonizing worlds which are out-of-supply for the human player, which have few or no human ships on, or which have interesting things on them like Black Hole Machines.
* Certain worlds will not be eligible for recolonization; most obviously AI homeworlds, the Dyson world, and any world that has been nuked.
* The Pod probably needs to be immune to Gravity, Tractor, and Reclamation. Its guards might need a speed boost to keep up with it, like Exo-Waves get a boost to keep up with the lead ship.
* The best counter to Recolonization is probably to have cloaked ships hanging around on neutral worlds waiting to snipe the pod when it shows up.
* If the AI ever notices it has no eligible Recolonization targets left, the pool of Recolonization points should be immediately emptied, in order to avoid a Recolonization attempt being launched the moment the next AI command centre is killed.
* Some minor factions become much more problematic with this plot enabled, in particular Spire Civilian Leaders.

It might be possible to expand this plot to allow the AI to rebuild some non-guard-post structures, like mines, Shields, Neinzul Clusters, or AI Eyes. I don't think anything capturable by the player should be replaced (or people might deliberately invite the Recolonization Teams in, to try to get another shot at capturing that Gravity Drill), and certainly nothing that adds AIP on death or that spills over onto adjacent planets (Raid Engine, I'm looking at you).

Issue History

Date Modified Username Field Change
Feb 17, 2011 12:17 am Entrenched Homeperson New Issue
Feb 17, 2011 1:37 am soMe_RandoM Note Added: 0010413
Feb 17, 2011 7:30 am TechSY730 Note Added: 0010417
Feb 17, 2011 10:29 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 17, 2011 10:29 am Chris_McElligottPark Status new => considering
Feb 17, 2011 10:50 am KDR_11k Note Added: 0010420
Feb 18, 2011 9:19 am Entrenched Homeperson Note Added: 0010451
Feb 19, 2011 2:53 am ludsoe Note Added: 0010495
Feb 20, 2011 9:41 pm Entrenched Homeperson Note Added: 0010550
Sep 27, 2012 7:16 pm Valtiel Note Added: 0028512
Sep 28, 2012 5:10 am Valtiel Note Edited: 0028512
Sep 28, 2012 5:10 am Valtiel Note Edited: 0028512