I'm not sure that I agree, having had more experience with them the 1.32 changes might be good enough. Certainly with the AI boost at 2 max, that still represents quite a few completed missions. A great deal might depend on the starting positions. If you've got time, could you try this map 'Sedition', with unlocked Vicious AI? I imagine the positions are closer than is typical, which might help? Cruel AI might not work, though I suspect the problems lie elsewhere. Here are two examples of the best and worst of the AI from the game I'm playing:
The worst- Luopica Colonists are almost out. They had a roid beyond my roid next to the plasma storm, though they lost it due culture noone else could have it due to the starbase. Rasaeida Sect decided that they wanted it and sent a fleet there. Unfortunately for them, I want it too, to extend my trade route, so I have a colony ship waiting in the area. Unfortunately for me, this overestimates the capabilities of my ally. Their fleet is mostly frigates and the Luopica starbase begins to destroy these and the capital ship. Worse, they do have Drone Hosts, but these not only wander into the starbase range they have mines not strikecraft... truly rubbish. The day Drone Hosts are liberated from mines will indeed be a happy day for the AI- please put them on the Purge ships instead?? So my best allies were defeated by an entirely inactive opponent, and to gain the roid I had to send my own Halcyons and Drone Hosts.
The best- that plasma storm is cursed. This time I was determined to keep a starbase there, so I built it up to 2 attack 3 defence 2 meteor and the trade. However the plasma storm by its nature keeps the best ships in my fleet, the Halcyons and Drone Hosts, from protecting it. Adjun turned up with a 4 capital fleet with 20 overseers, and many heavy cruisers and lrf rather than carrier cruisers, and levelled it almost before my Illuminators could get there. It was the 2 colony caps that seemed to do the damage, my starbase was heavily down on armour and had a long list of red modifiers.. My Illuminators rapidly destroyed the 2 rather high level colony caps but still. I put this down to the AI having high level caps in the first place, which it rarely does, and also to target simplification, my starbases are typically surrounded with all kinds of junk that the AI randomly shoots at diluting its attack, in a storm this doesn't happen. Also my meteors ran out just before the starbase exploded so they are not endlessly spammable without more culture than I could afford, I suppose it makes a difference when you have a culture centre in direct support. (On another occasion I noted that Scramble Bombers still works in storms, though there were no Skirantras this time.) So much fighting in a plasma storm is not good for a human player, again this might be my clever map setup aimed at helping the AI a little....
I have been checking the relations situation in the Vicious game, something I never had to do in the Cruel game. I am finding the screen hard to interpret. You can quickly get both the numerical relations level us-them and them-us from the same screen, but to get the details of why you don't favour them you have to go their screen- and in 1.32 its typically your relations with them that are the issue. Also, I have issues with screens full of numbers it has too much background detail that should really be kept from the player- though this is very helpful and necessary for testing. For example-
Adjun Imperials are my main opponent now, so I want more information on their alliances. They seem to have fairly solid relations with the Hand of Illus, the Advent in their system, less solid relations with Lexmada, the TEC in their system, and their relations with Provians are very flimsy from the Provian side as the Provians have about a 3.5 liking for them, about the ceasefire level. Wouldn't it be more appropriate to have a mesage 'the Provians are uneasy about the ceasefire,' though, rather than an exact series of numbers? It would not be possible for me to obtain such detailed information.. how can I not see planets in the same system yet know that Provian public opinion is influenced by -0.5 due to the proximity of the alien Adjuns..? Also, though I have all these numbers my agents cannot be certain that there is indeed a ceasefire, without me having observed this on the map?
Rasaeida Sect are my firmest ally, but I also have solid ceasefires with Illus and Lexmada, Lexmada might need firming up from my side so I sent some envoys. It is very difficult to stop a war with a Vicious once started owing to the vast numbers of ships destroyed. My diplomatic options seem to be confined to making a breach between Provians and Adjuns, and even better making a breach between Lexmada and Adjuns. The question is how to accomplish this with the capabilities at my disposal? The one option seems to be to save a fortune and pour it into a mission for Lexmada to attack Adjuns. The mission menu is a novelty to me as up to this level of play I have never used it before. One big complaint about it is that it takes you far away from the battle screen, but I was able to make time to have a go, Forewarnings help. It seems that you can't offer at least low level missions on just anyone, for instance the Adjuns will only accept low level missions aimed at Raseida Sect. I hadn't enough credits floating to see beyond the lowest mision level as I had just increased supply, perhaps more lucre makes a difference? Any faction that hates you, like Adjuns and Provians, tends to reject missions 'It's laughable that you think we'd assist your agenda.' (Incidentally its more usual to say 'advance your agenda' but these are aliens, perhaps? If you want some variation in messages, I'm sure we could help...) So how do I ruin the Adjun-Provian ceasefire then?
Also, it seems odd that the AI will only accept missions it approves of, but will offer missions that are more to your advantage than its own. It should restrict its own offers far more, to its worst enemy or at most its own top two enemies.
What might allow more variation in diplomacy is if the envoys also had the option to spread dissent and hatred.. I'm sure that this is in keeping with the general theme of Rebellion? How about two new abilities for envoy vessels- Dissent, which could generally lower the liking for every foreign faction (including your own) and Hatred, which could inflame racial tensions, perhaps doubling and trebling the normal racial modifier? That might help.. then you could dominate an enemy gravwell but not bombard it and instead use it for underground propaganda... nice. After all, thats what envoys have always done. Also, stirring up trouble might have the ability to influence the negative modifier for adjacency, doubling or tripling it perhaps, though this modifier is still at too low a level, as I've repeatedly said. The base needs to be 3-5 times larger, at least. This could then be the factor Boshimi would like, that the AI doesn't want a ceasefire, it might also help shape the AI expansion into more sustainable empires, which in 'Sedition' is achieved largely via the map configuration.
I noted a spelling error in 1/2 level of 'Unwavering belief' the spelling of 'initiated' is inebriated into 'iniatiated,' you might want to correct that.
Not a very successful session for me, though I annihilated yet another Provian fleet, killed many Adjuns, gained a roid and have built up the starbases on my newly acquired planets. It would have been good consolidation but for the loss of the giant starbase in the plasma. I'm not sure that I can afford to keep unsupported starbases up, which would shorten my trade routes dramatically. Still, I built about ten new trade ports this session, thats something.
My Advent 42 credit rate 1232 supply, it claims 7 planets but I just took a roid for 8. Adjun 27 (2237) 11 planets, Lexmada 24 (1988) 7 planets, Raseaida 21 (1974) 7 planets, Provians 19 (1313) 4 planets, Illlus (1760) 4 planets, the other out have been eliminated. Adjuns, Rasaeida, Provains and Lexmada all have dead roids included in their total. My figure is temporarily low because my trade route is broken, it was up to 57 before I incresed supply and I have been building trade ports since, but the AI seem to have picked up as time has passed. I just worry that the AI supply/credit rate targets have been adjusted for the benefit of the Vicious AI, which will cripple any lesser AI, and I still consider that the Vicious AI underperforms vastly. With 5x the credits available for investment any economy AI should have a base level better than the player, even before its multiplier. Otherwise how can the non-Vicious economy-minded AI hope to compete?
Lastly, on the trade issue, the underlying issue is not that the AI needs extra help to set up 'proper' trade routes but that the existing system is stupid and this unnecessarily favours the human player because trade becomes such a huge factor after the early game. Also, the AI can do little about the human players trade, especially once it is based around starbases- with the possible exception of Advent trade starbases in plasma storms, of course!
What is stupid about the existing system is that it is based on trade ports rather than trade ships. What seems especially odd is the need to have a 'chain' of ports, I'm not sure how this can be rationalised, the trade ships are often seen making journeys of more than one well and in historical terms trade is encouraged by the proximity of ports, they don't have to be strung out in a chain. Tea clippers, sugar fleets.. the most lucrative voyages were point to point, not along a chain of ports. Also the 'South Sea Bubble' is a notorious example of equating simple distance with the value of trade. The 'chain' concept is quite simply a quick-fix to ensure that the AI doesn't count ports twice when calculating a multiplier. Even at this level it is still peculiar and senseless, you could just count the number of gravwells with trade to get the multiplier instead, which would then help the AI factions enormously as they were no longer penalised for being too stupid to build chains. Why make it harder for the AI, just to make such a simpler calculation easier for the CPU???
Basing trade off the ports does give you a straighforward 'credit rate,' but this isn't even a clever simplification. I consider it yet another example of the numbers telling you too much- you could just have the basic rate from planets plus the number of trade ships based in each gravwell. Sins doesn't have the incredibly overblown and very ahistorical 'pay as build' feature anyway, so the need to know the exact credit rate is not really there. What you lose is that the trade ships themselves are transformed into a fast-travelling spacefaring extension of the trade ports, except that they are quickly rebuilt for free, so that they become nothing more than an annoyance and a distraction for pirates. One of those little adjustments that would profit the AI enormously is if the trade ships were slower and were given a far far longer rebuild rate so that they were important to the player. Trade ships are vulnerable as they travel to the edges of gravwells and the player typically wins by concentrating defences at planets. Making trade ships important would also make lower levels of pirate raids more important without them being a direct threat to the player empire. This is what pirates are for.
Previously I have argued that there should be a basic system of trade goods, which would add depth, but perhaps this is too much complexity. However I would still recommend the following system- when you build a port, you designate which other port it will trade with- including any foreign ports where you have a treaty. Longer voyages and voyages between different types of gravwell are more valuable. Ports can be redesignated if required. However the pay-off is not a 'rate' but comes only upon a completed journey. This shouldn't take too much CPU power, even with many many ports the calculations necessary are far less than a single medium-sized fleet combat. However it adds depth to trade, you can have convoys, attacking trade becomes far more fun. It doesn't even require the screens away from combat that relations required and its still far less complicated.
Maybe this is too radical. But if we absolutely have to keep the current and somewhat rotten system, please make it that the trade ships are slower and can be destroyed without then being rebuilt at once, so that AI fleets and pirates gain some advantages from dominating the space around player centres of resistance. As it is, the effective loss if you destroy one is about 10-20 credits, and they are quite tough! If they took 4-5 minutes to rebuild the player might have to look after them more, and the AI will be hurt a lot less because their trade is less important.. Also please ensure that the bounty system is working, really the AI should make money off that too!