So, why is the wheel getting the axe? From everything I've read and heard, it's because SD designed a game the AI can't play well. This isn't totally a criticism in my mind. Paul designed this game totally with the player in mind. He was thinking about what would be best for the player without running it through the "can the AI handle this?" filter that can dictate a lot of decisions in a symmetrical 4x. This issue was compounded by the development process, where alpha/beta testers were encouraged not to worry about how effectively the AI could handle various mechanics because it wasn't really implemented yet.
So the AI is bad at the game which prevents it from being as fun as it could be. Humans can, and often do, manipulate the planetary wheel to make their planets run a peak efficiency. The AI doesn't understand how to do this and so inevitably falls way behind in pretty much every way. So the solution? Well we haven't seen it yet, but presumably it will be to hamstring the players so they can't be as efficient while at the same time creating tools that the AI can use more effectively than it can the wheel. Now while I hate the idea of taking control away from the player so the AI can catch up, I would be able to understand the decision except. . .
It won't fix the problem.
It might make a dent, but that dent will be small. The wheel is powerful, but it is only one small piece of the puzzle of interconnected systems the AI can't seem to master. Adjacency bonuses and economy star-bases are probably much bigger contributors to why the players run empires much better than the AI. The wheel actually seems like it should be the least of the AI's worries. I don't program AI, but is seems like it should be totally reasonable to have the AI say: "if this is a research world set the wheel to 50/50 manufacturing/research unless there is nothing to build, then switch to 100% research, and never have more than 60 manufacturing." this would put it not that far behind players using the wheel. The real problem seems to be that it doesn't effectively designate a purpose for a given planet and build toward that purpose. The systems of this game all encourage the player to say: "this planet will do x and every decision I make as it applies to this planet will make it better at doing x." Until the AI "thinks" like that, the problem will persist.
P.S. I know that SD has said there are other reasons to get rid of the wheel: less micro and "not in the spirit of the game." But I personally find both of those pretty flimsy. You haven't really had to to check in on your worlds every turn since they got manufacturing overflow working correctly, and I find it hard to buy that production of an entire planet is too small an issue for the attentions of a galactic emperor.
Given Brad's previous statements about the AI, such as part of the problem being bonuses being way too low and the player's having too much transparency (I'm paraphrasing, so anyone feel free to correct me), I really don't think their concern was the AI either way when it comes to the wheel.
I think more likely, they are against obsessive micro (as am I) and player's were asking for features such as grouping planets and then being able to group alter the wheel... a feature rabbit hole that they had no desire to go into. Easier to axe the wheel, add in governors (which, is something everyone wants anyways) and come up with a more elegant solution.
Of course it wont fix it. Beyond that this game needed another 6 months of development and even the Master of Stardock admited as such when he encouraged us to come back and play it in 6 months. No thanks.
You have a beta to flush out these serious flaws but the AI wasn't even in the game back then? Now we have tepid AI that can't compete even with weak players and a really dull game of micromanagement with no strategic rewards because there is no game just a few layers of poorly implemented systems.
I dont even know how play throughs with the game to the end escaped the developers but GC3 sucks.
There is so much potential here but like loads of projects that require major code re-writes after launch and feature changes, SIMCITY anybody, this is just another disc for Video Game Nerd to rack on the shelf.
The global wheel is staying. But the idea that players should have to monkey around with a per,planet spending like that is really off putting. It was something new we tried and it just doesn't work. It has nothing to do with the AI one way or the other.
@kd7, bugger off and find some other game then.
Okay, I guess I read too much into a few comments then. In that case, I'd like to speak as someone who disagrees that managing planet-by-planet is off-putting and that it doesn't work. I really like having the per-planet control. Whatever form the new economy management takes, please make sure we retain some measure of planet-by-planet differentiation on the spending level. I happen to think the global wheel is pretty useless, as there is no global setting that makes sense for all or even the majority of your planets. Economy and Research might make some sense on a global level because they effect you globally, but manufacturing's effect is purely on planetary level and needs vary wildly from planet to planet.
Also, for me planetary management is the strong point of this game. Obviously you see it as a weakness. If you want to take player focus away from planetary management, what kind of tasks do you want players to focus on? On the Macro level, what do you see as GCIII's strengths?
So why not introduce Planetary spending templates or something? Make like 8 templates in a minute, apply them on a planet in a single click. And, btw, if you didn't want player to "monkey around" you made a wheel in a least usable form and hid it one screen away from main planetary screen?
Hi guys,
It's not that we are against the idea of being able to customize your planets. The problem is that this current implementation is basically not very fun. It's work. It's a necessary thing and adds no flavor, no sense of immersion and feels absolutely required to optimally manage the game.
What we want to do is set the game on track where most players feel comfortable running vast interstellar civilizations. And right now, the UI is just not conducive to that.
In GalCiv II, you could go to the details of any planet and get all kinds of information about it. Stats, a little history, man on the street, etc. What we want to do with GalCiv III in the long-term is move it more so that players can make each planet feel unique and interesting but also do it in a way that doesn't require a lot of work on their part.
I am fully in support of the idea of specialization of worlds. I don't want to see GC3 move to a zillion generic planets. But the current per planet implementation is as bad as what tactical battles would be. You HAVE to micro each planet in order to optimize your strategy just like in tactical battles you would HAVE to micro every unit if the game allowed it to get the optimal result.
By micro, I don't mean that we don't expect that plaeyrs will be able to just ignore planets. We don't want that. What we do want, however, is for players to eventually setup a vast federalized government that allows them to run their civilization very well but doesn't require them to set the actual local spending for a particular world.
You are the leader of a vast, galactic civilization. Not the mayor of AlienVille.
I've been thinking the same thing. People who love micro and want to play on the highest difficulty setting can still do that. But for most people it seems like a good compromise of control and effort.
You are thinking along the lines of what we're thinking.
But more specifically, what we want to do is set up a system where the player is creating an intergalactic government complete with governors, senators, etc. This is long going to happen in 1.4 but this is the direction we want to see the game go.
I imagine you're still working on the details. But do you envision a level of player control over said governors? For instance, I have a research world governor. I research a new lab tech and I want him/her to increase investment in production. Will I have that level of control? Another alternative is programming the governor to auto-adjust for greater production in such situations.
Civ 5 has the notion of city specializations where you can specialize in food production, culture, research, etc.... I used it but it never fully clicked for me. The biggest reason was the limitations- if I wanted research + high food I couldn't do it. If you can create governors that are more transparent and expose more levers for the player, I think it would keep the immersion much better.
I'm definitely interested in seeing what you come up with.
Our view is that the governor still responds to your desires. Thus, I have no problem giving players the option to have the AI build up their planets, but players should absolutely have the ability to set up a template that certain governors use.
Yes, yes, yes!
Planetary history, alien on the street oppinion, statistics, maybe tweets from the governor ...
@frogboy: "May your body odor become a musk for the opposite sex of your kind."
If we're having that, the spending should be included in the template. Which brings s straight back to the wheel.
Now, I've actually no objections to the concept of the 'governor wheel' - a template where you can set what Governor A does, and then another for Governor B etc. And then we just shunt planets between them for different wheel settings. But I don't see it as cutting down on micro. It's more busywork through a different filter.
No, we won't be putting spending there.
In the real world, no leader can get the precise tax policy they want. Moreover, civilizations aren't a hive mind (though that makes for an interesting expansion idea).
Speaking for myself, my biggest issue with GalCiv III's planetary spending system is that it acts as if you, the government, somehow can magically not just control the market but make it turn on a dime.
The United States wants to go to Mars? Well, it's a shame the federal government doesn't work like GalCiv. We'd just eliminate all social programs, all private manufacturing and jam it all into that.
Yes, I realize it's a game but I'd like to think we've come a bit further since 1989 era game development.
On paper the system seemed fun and elegant. But in practice, it's not and it's immersion breaking.
The way way back
You can really get an idea of what I thought the priorities of GalCiv were if you go back to the 1993 version (i.e. the one that came out before Master of Orion btw). Even though it was just me coding it, we had a senate. We had political parties. You had to run for election. On planets you could send people to your colonies to LOBBY for more research or more military or more social spending. As your power grew, you could send more lobbyists to a given planet to boost it in a partciular area. But you weren't god of the planet. You could decide what got built but you didn't get to control how the people behaved to the extent you can in GalCiv III.
You never had the option to just have everything go into research or manufacturing. Not because the AI couldn't handle it (my AI would love that kind of per turn, per planet control). But because it flew in the face of the game's philosophy.
What I want to see GalCiv III evolve into is a game where you have potentially thousands of planets and you're dealing not just for foreign enemies but domestic enemies as well. Recruiting (or bribing talent), scandals (the OS/2 version of GalCiv had scandals), public opinion. You could lose control of the senate.
Hell, in the OS/2 version of GalCiv you couldn't even declare war without senatorial approval. Imagine seeing the Drengin building up and you can't do anything about it because you lost control of the senate in the last election?
The OS/2 version was no panacea to be sure. Its mechanics were difficult to grasp because there were no tooltips. There were no chicks (our fancy tool tip system) to spell out how doing X will do Y. But what you got in exchange was something a bit closer to a simulation.
I think there's a happy medium between gamifying everything and creating a more immersive strategy game experience.
That sounds an awful lot like an outright admission that from 1.4 onward, we'll be using governors to run planets.
Quoting Frogboy, reply 14Speaking for myself, my biggest issue with GalCiv III's planetary spending system is that it acts as if you, the government, somehow can magically not just control the market but make it turn on a dime.The United States wants to go to Mars? Well, it's a shame the federal government doesn't work like GalCiv. We'd just eliminate all social programs, all private manufacturing and jam it all into that.Yes, I realize it's a game but I'd like to think we've come a bit further since 1989 era game development.On paper the system seemed fun and elegant. But in practice, it's not and it's immersion breaking.
I'm willing to put 'dealing with the Dept for Work and Pensions' on my list of things that will go into the suspension of disbelief category, personally As someone else mentioned, if we want real immersion, just show us the inside of an office somewhere and have everything conducted using papers. The interface is a conceit, but it's a necessary one, and we accept that. Adding extra layers into it, like having to deal with Senators to set the sector policy, and then further down dealing with Governors too to ensure each planet knows what the hell it's supposed to do... these aren't fun. These are creating the PITA of normal bureaucracy in-game; it's forcing the player to fill in form 82b when he wants something done. We deal with that in real life. We don't want it in our escapism.
See, if I want to go to mars but have to pay to run a colony, I can't just eliminate all social programs in GC3 already. I'll go bankrupt (at least, I would if we didn't start with so much money that I can run the empire for 100 turns at a deficit). But if I laready have Mars, and it's producing a ton of surplus cash, I can stop making Earth pay for it's own social programs - that's how having an Empire works. I use the surplus from the oppression of India to run London at a loss. An d I can do that by taxing the indians til the pips squeak.
I'e always imagined that the various stats we get to play with in GC2 are just the taxed portion of the economy. Like, we get 15%. Every market is actually adding 100% to the economic activity of the planet; we're just seeing the benefit skimmed off the top. Anyway, if the US government wanted to go to Mars and had the tech to do so, they could comfortably afford it with present spending, provided they cut military expenditure. It has nothing much to do with taxation vs social expenditure and a lot to do with buying drones.
Quoting Frogboy, reply 14The way way backYou can really get an idea of what I thought the priorities of GalCiv were if you go back to the 1993 version (i.e. the one that came out before Master of Orion btw). Even though it was just me coding it, we had a senate. We had political parties. You had to run for election. On planets you could send people to your colonies to LOBBY for more research or more military or more social spending. As your power grew, you could send more lobbyists to a given planet to boost it in a partciular area. But you weren't god of the planet. You could decide what got built but you didn't get to control how the people behaved to the extent you can in GalCiv III.You never had the option to just have everything go into research or manufacturing. Not because the AI couldn't handle it (my AI would love that kind of per turn, per planet control). But because it flew in the face of the game's philosophy.What I want to see GalCiv III evolve into is a game where you have potentially thousands of planets and you're dealing not just for foreign enemies but domestic enemies as well. Recruiting (or bribing talent), scandals (the OS/2 version of GalCiv had scandals), public opinion. You could lose control of the senate.Hell, in the OS/2 version of GalCiv you couldn't even declare war without senatorial approval. Imagine seeing the Drengin building up and you can't do anything about it because you lost control of the senate in the last election?The OS/2 version was no panacea to be sure. Its mechanics were difficult to grasp because there were no tooltips. There were no chicks (our fancy tool tip system) to spell out how doing X will do Y. But what you got in exchange was something a bit closer to a simulation.I think there's a happy medium between gamifying everything and creating a more immersive strategy game experience.
I remember the elections from GC1 on the PC in, what, 2001? Nothing worse than being prevented from going to war at just the wrong time
The simple response to this is: We don't have that stuff yet. We're not getting that stuff in 1.4, either. You're taking away the control we do have, and replacing it with... largely promises of an enhanced bureaucracy system (yay for bureaucrats) at a later date. To be honest, I'd hope this stuff would be written in and confirmed running well for anything upto 6 months before you phase out direct control, if you ever phase it out at all. I'd rather it just became something people didn't insist on doing themselves - which means yes, using governors, but governors I can actually trust to run a dozen worlds without plowing them into the ground for me. I'll keep looking after my 7 main planets, and let the Duke of Pointlesston deal with that tiny awful class 5 planet by the two giant black holes. If he does a good job, I might let him look after a class 7 or two.
The interface is not an area that is open to being tied into unlocks from research etc, and automation is fundamentally an interface thing. We know full well that the government in 2273 probably aren't going to gather over what is basically a war map of the universe in order to discuss education policy on Zabulon B; however, we also need ot be able to see that interface. We also know that the Emperor himself doesn't actually decide that squadron 84 are going to attack the western flank of the hated Imseise invasion fleet. That's just as immersion-breaking as telling planets what to do. But it's also required for the player to be able to play the game. This is no different.
Thinking about it. How large is a "sector"& does that size adjust with things like mapsize & star density?
Not to mention how many habitable planets are in the galaxy.
Likely, it will match the 'sector' setting which already exists - which does scale with map size.
<HexSectorRadius>0</HexSectorRadius> <HexSectorSize>380</HexSectorSize>
This sounds amazing. I think my main resistance to eliminating the wheel is not that I love the wheel. I do like the wheel, but I agree it feels very game-y and so is doesn't help you feel like a galactic emperor. My concern is that there is some system in place beyond building placement to govern different planets differently. I am glad to hear that even if there isn't a substantial replacement for the wheel in 1.4 you have long term plans, or at least goals, that sound very exciting.
Already did that, came back here about 2 months later hoping for some galactic sized improvements.
What I see is a plan for AI improvement, which is great and necessary. However where is the roadmap for making GC3 the Goldstandard of 4X space conquest like all of the reviews in the review roundup indicate it was at launch?
The strategic AI is certainly not "Terrible". It is better then most 4X games I have seen, perhaps excluding GC2, EU4, and Civ5. And it will only get better with time. Stardock has specifically mentioned that this will be a focal point for 1.4. I have high hopes for the future of this game.
While I'm not in favor of planet by planet wheels or micro-management of planets at all, I will say, that adding some serious bureaucracy and limits to player's actions via it, is actually immersion BREAKING for myself.
Why?
Well, for one, many of these civilizations are not necessarily democracies or bureaucracies. The Yor are basically a hive mind (or close to it), the Drengin some sort of dictatorship, the Iridium corporation is likely a oligarchy. Some races, just shouldn't function with the same sort of limits and concepts we are bound by today.
Furthermore, the technology available to them, and that I believe the future will be largely dictated by, really suggests finer control of civilizations WILL be possible. Intelligent cities that aggregate all data and can respond to the needs and commands of a single authority are going to be quite possible very soon... can they shift from ALL research to ALL industry on a dime? No, not yet, but by GalCiv's time frame? Well I think nano-bots and fully automated factories won't be BAD at it either.
Either way though, the immersion aspect isn't as important as the fun aspect. Player's play these games in part, to feel like a godlike manager... being told "Sorry you can't do this, the senate doesn't agree" reallllly breaks that feeling. Games are escapism, usually healthy, so making things more realistic often damages that.
Not saying it can't be done well, but it is going to be a challenge and require a deft touch. Some of these elements do work well in the Total War franchise, the possibility of civil wars is always cool.
But, personally, I'd rather the game focus on the diplomatic features, THAT is a area where it totally makes sense to me that I can get "no you can't do that" experience, where my allies and enemies can frustrate me. A little role playing mini-game of using the right dialogue options, in the right order, for the right race, is key to getting the best deal or something. Just a thought.
Thanks for the hard work Brad, Paul, and others.
No, we won't be putting spending there.In the real world, no leader can get the precise tax policy they want. Moreover, civilizations aren't a hive mind (though that makes for an interesting expansion idea). Speaking for myself, my biggest issue with GalCiv III's planetary spending system is that it acts as if you, the government, somehow can magically not just control the market but make it turn on a dime.The United States wants to go to Mars? Well, it's a shame the federal government doesn't work like GalCiv. We'd just eliminate all social programs, all private manufacturing and jam it all into that.
Sol system , earth, North America , United States , 20th century
http://www.shmoop.com/wwii-home-front/economy.html
[Quote
In late 1939, a full two years before the United States entered World War II, President Franklin D. Roosevelt decided it would be necessary—and perhaps wise—to invest time and money into national defense. Despite his promise to keep the nation out of the war escalating abroad, Roosevelt carefully and deliberately prepared the country for a worst-case scenario. By the spring of 1940, he convinced Congress to increase defense spending, enlarge the army, and expand the U.S. military air fleet. Through billions of dollars in federal spending—largely focused on rearmament and national security—he managed to funnel money into a peacetime draft, increase wages for military personnel, offer subsidies for defense manufacturing, and grant loans to aid Great Britain and the Soviet Union. (Not exactly invoking neutrality in his decision to assist the Allied powers, President Roosevelt noted, "Even a neutral cannot be asked to close his mind or his conscience."13) When Japanese bombers attacked Pearl Harborin December 1941 and the United States became embroiled in world war, the nation was revved for the challenges ahead.
By the first years of American involvement in World War II, wartime manufacturing facilities had been established throughout the nation, creating a tremendous demand for labor. Within months of the U.S. declaration of war, the national unemployment rate plummeted an astounding 10% from its 1940 level. War mobilization—that is, the rapid production of military equipment, vehicles, weapons, and ammunition, along with the fortification of American borders and military bases abroad—coupled with the military draft to create a vast labor shortage. Employers were desperate to fill positions as quickly as possible to meet production demands and needed to hire workers en masse. Positions, then, had to be opened not simply to the traditional labor force, but also to women and non-whites, those who had long been excluded from many skilled and high-paying industries.The demand for labor was so great all across the nation that proprietors had to offer high wages and other fringe benefits to lure potential laborers—young, old, married, unmarried, white, black, immigrant, and women—away from competitors. Businesses practically begged for workers, offering extraordinary incentives such as medical care, exemption from the military draft, daycare facilities, and even paid maternity leave, a perk previously unimagined! To be sure, these were surreal shifts for so many Americans affected by the Great Depression and intimately familiar with scarcity and hopelessness.
...
Wartime mobilization contributed not merely to a temporary respite from the Great Depression, but planted the seeds for tremendous post-war economic growth. In order to maintain a military large enough and strong enough to fight on two major war fronts, the federal government required most manufacturers to halt production of consumer items. Car manufacturers, for instance, were ordered to cease normal operations and, instead, to assemble armored vehicles to be used on the battlefield.The federal government also asked Americans to conserve, conserve, conserve! Certain consumer products made scarce by the war, such as gasoline, steel, rubber, coffee, butter, oil, and meat, were rationed in order to prevent shortages and ensure the availability of these items to all citizens, not just to the very rich. Americans, through the use of "ration stamps," were authorized to purchase a limited quantity of each product, and families often gave up many creature comforts altogether.While Americans had fewer products to buy, they were earning much more than ever before. As a result, families were compelled to save money throughout the war years. Once the war ended and manufacturers discontinued production for war mobilization, consumer products once again filled store shelves. A population buoyed by full employment, rising wages, growing prosperity, and renewed national confidence began to spend—and to spend enthusiastically!"The war gave a lot of people jobs," Peggy Terry, a riveter during the war, remembers; "It led them to expect more than they had before."15 New expectations, new wages, and new options created by World War II home front mobilization sparked a postwar economic boom and the most prosperous period in the nation's history.[/quote]
Okay, it was kind of a complex situation & the postwar influx of former Nazionale scientists combined with the general wreckage much of Europe was left dragging it down had a lot of complicated continuing effects on things... but it would be pretty awesome if all that sort of stuff could eventually be reflected
@ Tetrasodium - To be honest, the United States began preparing for a major war way before most people are aware of. Read the Washington naval Treaty of 1922. The particulars are very telling about where the US wanted to be positioned in the new global situation - industrial, powerfully interconnected world that it was becoming.
But, I see Frogboy's point. He is not being illogical at all....and I find the complexity he described as immersive for sure. A galactic empire should feel hard to manage, regardless of technology. Competing idea's and personalities are what he describes, and it makes perfect sense. I for one am excited to see what he and his team formulate along these lines.
A world set to 100% research is just as capable of rushing production as a world set to 100% manufacturing. Given the speeds of the ships portrayed in GCIII (particularly in the early game, at isolated colonies, or in regions where all nearby worlds are still early in their development), it's not terribly likely that I'm shipping in the required output from some other world(s). Therefore, there almost certainly exists an on-planet manufacturing sector independent of the one directly visible to the player which is more or less unaffected by the spending allocation set for the planet (or, for that matter, the population of said planet). I find the evidence for my spending allocation setting magically controlling the market and making it turn on a dime rather less than entirely convincing.
It looks much more like my planets are essentially cities, and at the city (er, sorry, "planet") of Norfolk I have the Norfolk Naval Shipyard, and over at Oak Ridge I have the Oak Ridge National Laboratory, and then my spending allocation governs how much of the capacity of Norfolk Naval Shipyard and Oak Ridge National Laboratory gets used, and whether or not the facilities are used for the intended purpose or pressed into service for some other purpose - I need tanks, so Oak Ridge National Lab gets to make rangefinders for M1 Abrams MBTs this year rather than working on that next-generation nuclear reactor project; or I need research in human-powered flight, so Norfolk Naval Shipyard uses its facilities to conduct human-powered flight experiments instead of building and maintaining ships.
There is no setting I can play with to cut spending on the equivalent of the Eisenhower Interstate Highway System or on the equivalent of a public school program; the only similar things are the entertainment centers, markets, and ongoing projects, and the first two are fixed expenses unless I build more such improvements or demolish existing ones, while the only way to adjust spending on the last is with what you describe as magic market control that makes the market turn on a dime. As far as eliminating all private manufacturing goes? I see no evidence whatsoever that there is much of a connection between my spending allocation settings for world A and the amount/existence of private manufacturing on world A. Rush-purchase costs are identical across planets, rush completion is available whether I'm at a world spending 100% on research or 100% on manufacturing or 100% on savings or doing something more balanced, (early) ships are slow enough that it's not terribly likely that I'm shipping in the manufacturing points required to complete a project (especially to remote or isolated colonies, or on colonies in a relatively undeveloped region), there's little evidence for the production points being pulled from any of the state-owned and operated facilities (which on the planet lack sufficient output to complete the project this turn or you wouldn't have bothered, and depending on the state of the game there may not be enough state manufacturing output available in the entire empire).
In GCIII, I can't get the precise tax policy I want, either, because I have no control over the tax rate. I cannot trade approval for money on Nowheresville IV (unless there's a morale improvement I can replace with an economic improvement), nor can I cut taxes on Thatplanetijustconquered III to keep them happy until they're used to being part of the empire. I have ~perfect control over government spending, though from the sounds of it you're inclined to take that away, which I feel is a mistake; managing the planets of my empire, choosing how they're to be developed, what they're to build, when, and where is the main draw that GCIII has for me, and what I'm hearing increasingly sounds like that's all going to be locked behind the upcoming governors.
I'll give the upcoming system a chance, but so far it's sounding more like hobbling the player to compensate for the computer's incompetence than any real improvement to gameplay. Very little is being said about actually adding anything worthwhile; most of what I hear boils down to taking away existing tools and replacing them with less effective tools that force the player to play more like the computer does.
I entirely agree with Naselus that till we have a working alternative it makes no sense to nerf control over individual planets. Sure - introduce Governors but also leave the planet wheel in place for those who enjoy the micro management till the Governors have been refined and allow enough customisation facilities to satisfy different types of players. This may be ver 1.4 or 1.5 or whatever. Otherwise Frogboy you will land up with zillion generic planets. Actually the micro management of planet wheels tends to happen for the first 100 odd turns when the player is struggling to catch up with the AI. After that I don't find myself doing so much micro management so I don't see that as such as issue. And all that philosophical stuff about spirit of the game - well each player will have his/her own view and that's what makes the game interesting. If you take it away the game loses something important.
Also tech gating Governors seems a very lame way to shore up AI .
There are many great features available to you once you register, including:
Sign in or Create Account