Generally speaking, in GalCiv games there has been three types of players:
The first player is the relatively new or casual player who finds the AI ridiculously hard and will post "The AI is cheating" (the AI doesn't cheat unless you make the settings super high). They say this because the AI is able to expand fairly quickly because it is quite good at scouting (the AI tends to build a lot more scouts than players) and finding planets. It has no idea where the planets are.
The second player plays the game fairly normally and is eventually able to win at levels up to and including the "Bright" difficulty where the AI is given a bit of help in the form of a slight money boost. These are people who tend to like the game the most because they see the AI playing fairly intelligently and each game is quite different.
The last player is the player who has figured out all the tricks with their Civ setup. They know which traits to pick and will make their custom civilization pretty amazing. They also know every weakness the AI has and can exploit that. These players can crush the AI even on Godlike.
Now, for the first type of player, we are doing more to slow down the AI on expanding on lower difficulty levels. They can't, for instance, rush starship construction.
For this discussion, it's the second and third type of player we want to discuss. And for that, we have to get into the sausage factory that is how terrible the AI is at managing planets.
WHY is the AI so bad at managing planets? The answer has been because of performance. Turn times. We've always had to really be careful on how sophisticated we make the AI's planet work (like we can't let it look ahead because that's an N^2 algorithm).
We've stuck with the same basic AI algorithms for planet stuff since GalCiv II.
BUT not anymore. It's 2023 and there's enough CPU power (and we've gotten enough time back thanks to other optimizations we're working on) that we could totally rewrite it. This will show up in 1.8.
Let's take a look at the old AI. Here is earth after 130 turns.
You will see a lot of obvious issues here (and we're not even counting the bad citizen setup which we'll have to get into later).
Look in particular at the terrible Shipyard production.
Now let's look at the new AI:
So what has changed?
A few things.
Thus, in this example:
The knock on effects of this remain to be seen. But this will be available shortly.
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Galactic Civilizations IV: Supernova Dev Journals
Dev Journal #56 - Ship Types
Dev Journal #55 - Ship Classes
Dev Journal #54 - Warlords Preview
Dev Journal #53 - Abilities & the Intueri
Dev Journal #52 - Moving People
Dev Journal #51 - Citizens in AlienGPT
Dev Journal #50 - Terran Tactics
Dev Journal #49 - Children of Altaria
Dev Journal #48 - Survivors of Elemental
Dev Journal #47 - The Exiles of Iconia
Dev Journal #46 - Expanding the Drengin Empire
Dev Journal #45 - The Torians' New Toys
Dev Journal #44 - New Improvements for the Arcean Republic
Dev Journal #43 - Diplomacy & Surrender
Dev Journal #42 - Spotlight on the Yor Singularity
Dev Journal #41 - Managing a Large Game
Dev Journal #40 - Return of the Korath
Dev Journal #39 - Fleet Management Tools
Dev Journal #38 - UI Updates in the v2.2 Ethnology Update
Dev Journal #37 - New Biomes in the v2.2 Ethnology Update
Dev Journal #36 - v2.2 Preview
Dev Journal #35 - The Juggernaut of Culture
Dev Journal #34 - v2.1 Genesis Update
Dev Journal #33 - Mod Manager
Dev Journal #32 - It's the Little Things...
Dev Journal #31 - The AI Strikes Back!
Dev Journal #30 - Ability Visibility
Dev Journal #29 - What’s New in Supernova
Dev Journal #28 - Replacing the Tech Victory in 4X
Dev Journal #27 - Localization
Dev Journal #26 - The Animals of AI
Dev Journal #25 - A Galaxy for Everyone
Dev Journal #24 - AIs Drinking Coffee on Planets
Dev Journal #23 - A Weekend of Polishing
Dev Journal #22 - Improving the Ship Design Screen
Dev Journal #21 - What to do about Space Bugs in Battle
Dev Journal #20 - How people use AlienGPT
Dev Journal #19 - Culture is your Civilization's Character
Dev Journal #18 - Should there be a campaign?
Dev Journal #17 - How much should you see?
Dev Journal #16 - The importance of onboarding
Dev Journal #15 - Thinking about planets
Dev Journal #14 - How many turns should that thing take?
Dev Journal #13 - GPT
Dev Journal #12 - Humanoids?
Dev Journal #11 - The AI Elephant in the Room
Dev Journal #10 - Little New Things
Dev Journal #9 - The FAQ
Dev Journal #8 - The Supernova Crisis
Dev Journal #7 - What's New in Supernova
Dev Journal #6 - Technology and Ideology Changes
Dev Journal #5 - The Planets are Liars
Dev Journal #4 - Event Updates
Dev Journal #3 - Battle Viewer And Ship Behavior Improvements
Dev Journal #2 - Updating Visuals
Dev Journal #1 - The 2023 plan
I for one welcome our new AI overlords! Looking forward to this update.
I love updates that make the AI downright scary. This seems to be one of them.
The importance of a very competent AI can't be overstated. I love that you put so much effort into the AI!
Now try and do the same for the tooltip explanations
That was me on GalCiv3 back in what 2017-2018. Routinely crushed the Godlike AI on Ludacris Maps. The only prayer they had was the game crashing. Haven't had time to get into 4 much yet though I bought it in March.
I was a little hard headed back then. Had a new awesome machine and most of my crashes were caused by duplicating the stock Civs 4 times or more and maximizing the minor civs. Had to have a game with tons of civs in it. When I reduced the number to I think it was 48 my crashes stopped.
I can't find Xeno Agriculture tech has it been removed from game? I missile defence tech tree line seems to be missing has it been removed from game? I am using Galactic Civilization 4 supernova version 1.7
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