Thanks for the feedback, bbr91. We, as modders, can't change the basic behavior of the AI. Minors building influence bases and the AI obsession with starbases are things we have no control over. It actually works pretty well for the AI. Those who are slower to build warships will build tons of constructors. Those constructors will fortify the starbases, which serve to defend the empire by attracting enemy warships, which allows the weaker AI time to build up a defense. I can see how a player could abuse that by plunking a super-starbase down to devour the incoming enemy, but just like I can't mod the AI, I can't change what a player will do with my mod.
Quoting bbr91, reply 418What I found odd was the minors building many influence starbases... why? Can they influence planets into rebellion?
No, although I'm pretty sure they don't know this. It's also possible that they're building them as range-extenders.
Not likely. They usually build them very near their home system. Although minors are exempt from the influence game, they do generate influence and seem to take it into account. For example, when I force minors to surrender, the influence lines of the nearby majors expand. Even though the minors don't control any space, their influence does seem to push back that of the nearby majors. So, I'm guessing that the minor AI "feels" the press of major influence and tries to shore up their own influence with starbases. That would be perfectly acceptable when having the minors use AIP 7,8, or 11, but when using AIP 5 - the minor personality - they simply shouldn't ever build them.
Quoting Tolmekian, reply 415I settled on 10b population for each planet, along with 1pp, +% farms. 10b makes it so you don't have to deal with fractions if the farms have 10% increments. I'm testing with 20/40/60 farms for 12b/14b/16b populations. Is 16b a good cap, or should I go 30/60/90 to top out at 19b?
Is the AI actually building farms with a starting limit of 10b in your tests? As I mentioned earlier, the AI totally ignored farms with a starting limit of 12b. I also tested it with 10b, but it seemed to be same there, too.
They build farms just fine. I have the AI value for farms set at 10. Factories and morale structures are 10, labs are 12 or 14, TGs/SPs/GAs are 10. With those settings the AI seems to build a pretty good mix of improvements.
Another possible problem is that, if the AI hasn't had access to farms early on, it won't/can't build them on all of it's planets. The Iconians and Yor were doing fine. The Torians were building their Harvesters, but when it came to farms, they, along with the other races, only build them irregularly. The only solution I found, was to add a new Basic Farm improvement and to give all races, which don't start out with a farming improvement, access to it. The only exception to this are the Thalans, because, IMHO, it doesn't makes sense lore-wise.
Most civs research farms early on with my settings. They don't build them uniformly, but for the most part they use them well. Some civs seem to like them while others don't build a single farm, even though they have the techs. I nixed the Robot Farm and Harvester for v3.1, and it's testing well. Oh, I changed the Hyperion Matrix to +20%, and any GA/SP that boosts pop is also 20%. So everyone is capped at 16b, while the Thalans could have 2 planets go to 18b with the HM and Gaia Vortex. I think the only other one is the Orbital Terraformer, which allows another 2b.
The Yor don't seem to have any economic woes in my testing. They are usually pretty powerful, though in my latest test poor starting position has left them in a rough spot.
If an improvement provides a food bonus of even 1mt, you can be sure that the AI will build it on a bonus tile. However, it will never build enough morale improvements to compensate for the constant decrease in approval due to the increase in population. The only exception is AIP 7, but that one seems to be overcompensating by building one to four morale improvements per planet, while only rarely building farms. Changing the morale improvements to 1pp and increasing their AI value, so the AI will build them on all planets, handles one part of the problem. But you need to know what the max population for a planet will be, for a given race, to be able to decide how big the morale bonus needs to be. Food bonus tiles make that impossible.
The AI just can't be trusted to deal with the fallout from high pop planets. I'm okay with farm bonus tiles being worthless. Having zero value is a step up from having a negative value. Just like you say, it's impossible to adequately solve the population vs morale issue without strict limitations. Speaking of AIP 7, when I was tinkering with it for v2.0 I got it to research farm techs by changing the Category to Biology. Whoops. They build virtually nothing but morale structures and farm on all their planets, like 2,3, or 4 of each. They also really like Planetary Defense, which I assume is because it has a morale bonus in my mod. You'd end up with planets having nothing but farms, arenas, and PD. Kinda silly. That's when I gave up on optimizing for multiple AIs and went back to AIP 11 exclusively.
Quoting Sole Soul, reply 416I haven't tried this-farms is not something I've gotten to-but have you considered having farming tech unlock upgrades to the initial colony and/or civilization capital?
Interesting idea. I need to test, if it actually works.
I agree. Very interesting. You could do a lot by upgrading the IC/CC. Imagine not only upgrading the IC/CC for more food, but higher morale. Forget forcing population and morale limitations with 1pp structures, and do away with farms and morale structures entirely. I'm not necessarily advocating it, but you could hit a lot of things very elegantly by simply upgrading the IC/CC.
As a last thought, while typing this I wondered if colonizing minors could handle AIP 10. The don't usually get a whole lot of planets, so maybe the planet improvement bug wouldn't hit them.