AIs' Crappy Units
Posted: Thu Jan 02, 2014 5:03 pm
This has been mentioned many times already, but I was wondering if the developers have anything to say about the AI's bad habit of spamming hundreds of low quality colonial troopers in the mid/late game. Sometimes they have so many of them that the monthly upkeep and the disband money alone would make it worthwhile to disband all of them, then use the cash and extra income per turn to purchase a few updated units (obviously this might take a few turns). Not only is it smart money-wise, but operations become very powerful against the hordes of weaklings. An orbital bombardment on a stack of 10 units of 2-power-each is way more effective than the same bombardment on a single unit of power 20. Plus, healing per turn is a % of a given unit's life which means that a more powerful unit can recuperate much more power in a turn than a weaker one (not to mention that the weaker one will likely die and the investment is gone altogether). The only advantage I can think of for having lots of crappy units is that it could take many turns for an enemy to capture a city because they have to kill every last garrison, but this strategy is flawed if their power is low enough for operations to destroy them.
I know that these units are often just leftovers from the previous era, but it's still a problem. It seems the only way to keep this under control is to periodically wage war with every faction in order to cut down their stockpiles of worthless units, but even so, I've seen AI purchase crappy colonial troopers (in time of need) when they have the ability to produce something much more formidable. Granted, I understand that in a time of need, you simply need purchase the best you can afford and if you have little cash on hand you must settle for something less than ideal. Regardless of the reasoning, it shouldn't be the human player's responsibility to make sure that all the AI stay engaged in war enough such that the obsolete units get destroyed (that's lame, and doesn't even work especially well).
Ideas:
1) If I recall correctly, the AI is programmed to pretty much spend all it's money all the time. If this is true, make unit upgrades the highest priority. I know that it's nice to speed up the production, but the AI already gets a morale bonus which boosts production. Plus, what's the point of purchasing stuff if it's obsolete?
AND/OR
2) The AI typically spends down to 0 credits each turn. Change this so that they spend down to X credits, not zero. X is a value that would change throughout the game and it would be based on the amount of money it takes to purchase a good unit. X will be different for each AI because "good" is based on that faction's current tech. When an "emergency" situation triggers, they can spend this money. An example is when a city is besieged and there's no garrison. Side note: I think this would also help the AI against the aliens in the beginning which they currently struggle with.
AND/OR
3) Every Y turns, the AI considers the most obsolete unit (omitting formers and colonizers) and decides to either disband it or upgrade it depending on these factors: current money balance, rank of the unit, and faction military strength. If this idea were implemented, there would have to be a way that the AI only considers obsolete units so that you don't have AI's disbanding perfectly good units. Perhaps disbanding should only occur for units that are very obsolete and very low rank.
I know that these units are often just leftovers from the previous era, but it's still a problem. It seems the only way to keep this under control is to periodically wage war with every faction in order to cut down their stockpiles of worthless units, but even so, I've seen AI purchase crappy colonial troopers (in time of need) when they have the ability to produce something much more formidable. Granted, I understand that in a time of need, you simply need purchase the best you can afford and if you have little cash on hand you must settle for something less than ideal. Regardless of the reasoning, it shouldn't be the human player's responsibility to make sure that all the AI stay engaged in war enough such that the obsolete units get destroyed (that's lame, and doesn't even work especially well).
Ideas:
1) If I recall correctly, the AI is programmed to pretty much spend all it's money all the time. If this is true, make unit upgrades the highest priority. I know that it's nice to speed up the production, but the AI already gets a morale bonus which boosts production. Plus, what's the point of purchasing stuff if it's obsolete?
AND/OR
2) The AI typically spends down to 0 credits each turn. Change this so that they spend down to X credits, not zero. X is a value that would change throughout the game and it would be based on the amount of money it takes to purchase a good unit. X will be different for each AI because "good" is based on that faction's current tech. When an "emergency" situation triggers, they can spend this money. An example is when a city is besieged and there's no garrison. Side note: I think this would also help the AI against the aliens in the beginning which they currently struggle with.
AND/OR
3) Every Y turns, the AI considers the most obsolete unit (omitting formers and colonizers) and decides to either disband it or upgrade it depending on these factors: current money balance, rank of the unit, and faction military strength. If this idea were implemented, there would have to be a way that the AI only considers obsolete units so that you don't have AI's disbanding perfectly good units. Perhaps disbanding should only occur for units that are very obsolete and very low rank.