Around the middle of the game, I do see the player often skyrocketing past the player in capability.
I think the AI needs stronger bonuses, and they should react dynamically.
By dynamically, I mean, let's say the power score between the player and the top AI:
The problem I see right now is that the game is challenging most at the start. Higher difficulty levels make the early to mid game harder and push back the point where you overtake the AI, but don't make the end game harder.
The AI needs bigger bonuses as the game goes on to compensate.
The problem is the exponential growth. Give the AI too many bonuses and the human can never catch up. Give the AI some bonuses and due to exponential scaling, those bonuses don't matter by mid/late game.
It's not just a need for bigger bnus'. There are a few problems contributing to this, in no particular order some big ones :
More buffs won't help much when the ai still utilizes their planets like poop.My placement is boss. Their placement is random. My planets are carefully-sculpted works of art. Their planets are a chore to clean up once I finally take them with busted cultureflip.Next up, my starbase placement is...
You get the idea.
as far as I can tell, all it looks at there is "does this spot cover $object I want covered?" If the answer us yes, it doesn't check to see if those other spots will also be able to cover more nice stuff at the sa,e timewithout building a second starbase
I'm against (obvious) AI bonuses.
What I can imagine though would be e. g. something like the Antarans in MoO2. Strong fleets of a mysterious enemy hitting a random planet (so that strong players automatically get hit more often).
Not to worry - in 1.3, you'll be able to let the AI do your planets for you, so any advantage you're gaining that way will be removed.
Oh yeah, right. The one thing I do better than the AI and you're going to take it away.
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