Governors ..totally confused

Ok before drawing any conclusions I decided to give them a go.  Maybe I am slow or confused as to how to use them, but I did two full games using them and to be honest it was as much or more micro than without them.   I know they are unfinished so big grain of salt and I could be doing something wrong…

* G’s built improvements with apparent no logic

*   e.g : built 3 stadiums even though my planet was already at 100% happiness;  built a solar plant on an; isolated tile ;  closed the circle around my research capital with a shopping center and consulate

* builds with no regard for adjacency or tile bonuses

*  terraform tiles seem completely randomly placed, not going for clusters

 

AND why do previous (lower level) Governors remain in the list after you research the next G tech?

 

I was constantly tearing down G built improvements and rebuilding.   And checking on planets to make sure something dumbe was't done.

I still had specialized planets and some balanced ones, but used the appropriate governor vs the wheel in all cases.  The universal wheel typically had to be fairly balanced on I ran out of funds after building a few large fleets. 

 

Both games were med maps, 4-5 opponents, genius level.  No problem winning   

 

30,993 views 8 replies
Reply #1 Top

They are  kind of a work in progress in the  optin.  Ina way, having them  on display in such an early  state is great because  it gives time to see and discuss things from both players  and SD sides before  they  are too finished to slter

Reply #2 Top

The building logic is the worst part of governors. They'll be making it smarter. They'll also be making the auto-building optional.

Reply #3 Top

Yeah right now the governors are a work in progress. However I think there is a bigger underlying problem: does the AI use the same logic to build on their worlds? Because that would explain why AI worlds have buildings built in no obvious plan or order. At this point I would prefer stardock greatly simplify planets so the AI doesnt have to plan order or positioning, just number of each structure to achieve X or Y goals. That would greatly remove the players advantage due to much smarter building placement

Reply #4 Top

Quoting Annekynn, reply 3

However I think there is a bigger underlying problem: does the AI use the same logic to build on their worlds? Because that would explain why AI worlds have buildings built in no obvious plan or order. At this point I would prefer stardock greatly simplify planets so the AI doesnt have to plan order or positioning, just number of each structure to achieve X or Y goals. That would greatly remove the players advantage due to much smarter building placement

 

That is a great point.  It sounds corny add much flavor would be lost but the AI would be easier to program and thus smarted if all planets were some sort of basic square grid

Reply #5 Top

Quoting Annekynn, reply 3

Yeah right now the governors are a work in progress. However I think there is a bigger underlying problem: does the AI use the same logic to build on their worlds? Because that would explain why AI worlds have buildings built in no obvious plan or order. At this point I would prefer stardock greatly simplify planets so the AI doesnt have to plan order or positioning, just number of each structure to achieve X or Y goals. That would greatly remove the players advantage due to much smarter building placement

Make building on planets really simple so that the AI can't be inefficient? I support this idea.

Reply #6 Top

I think the adjacency bonuses add a bit of fun complexity to the game.  I'd like to keep them, but maybe cap them to 20% of the base value of a building.  (Tholians Yor can easily double the effect of a building through adjacency bonuses).

A 20% edge for micromanaging players is nice, and the AI can make up for its deficiencies with a handicap.

Reply #7 Top

Quoting corgatag, reply 6

I think the adjacency bonuses add a bit of fun complexity to the game.  I'd like to keep them, but maybe cap them to 20% of the base value of a building.  (Tholians Yor can easily double the effect of a building through adjacency bonuses).

A 20% edge for micromanaging players is nice, and the AI can make up for its deficiencies with a handicap.

yor would need a hieger cap, their buildings are far weaker

(starting witch 10% only up to 50%, others start with 25% up to 75%)

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Reply #8 Top

Yeah, I think the Yor buildings will have to have a slightly higher base value to make up for this.

That said, I did some math a few weeks ago (see link below), and it turns out the optimal ratio of labs to farms approaches 1:1 (this ratio is more accurate with larger numbers of planet tiles).  Since Yor do not have to build farms, it makes sense that they should have labs that are approximately half as productive as their biological peers.

 

https://www.reddit.com/r/GalCiv3/comments/3hvyiw/whats_your_population_goal/cubf11e