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The exterminators seem to be destroying most other ai empires in last couple decades so fleets are going down. Though 140k for GA exterminator looks kind on of low though I can't really remember how it compares to 3.14 especially since I usually play larger galaxy.
 
Can not blame the AI too much, I'm having a serious time trying to get a hold of the new economic system myself!

This colony interface is going to take a while to get used to.
 
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Just look at their planets? They do not build anything. This is really like in 2.2, empty planets, no economy. This is a colony of the UNE spawned by the lost colony Origin I started with:
1746468503859.png

They only build stuff in the 6 slots where the capital building is, the rest is empty everywhere except for some lonely slots here or there. These slots should be packed with stuff to buff the districts.
 
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Just look at their planets? They do not build anything. This is really like in 2.2, empty planets, no economy. This is a colony of the UNE spawned by the lost colony Origin I started with:View attachment 1289949
They only build stuff in the 6 slots where the capital building is, the rest is empty everywhere except for some lonely slots here or there. These slots should be packed with stuff to buff the districts.
In this specific instance it looks like the issue is being caused by the monthly energy deficit - the AI doesn't want to build anything that increases energy upkeep, and it's out of space for more generator districts. Possibly it'll work better when the patch fixing all the missing space deposits comes out tomorrow, and it has more energy & minerals to work with.
 
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Just look at their planets? They do not build anything. This is really like in 2.2, empty planets, no economy. This is a colony of the UNE spawned by the lost colony Origin I started with:

They're building districts in that image, since they tend to try to build specializations first, then districts, and save the building slots for the later buildings that provide production bonuses but require techs.

They've maxxed out the Generator Districts, and built City Districts next in order to get some research.

That said - they should have built an Energy Grid in that example. Tomorrow's patch has an update that will hopefully fix that:
  • The AI now values buildings that modify production more.
 
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They're building districts in that image, since they tend to try to build specializations first, then districts, and save the building slots for the later buildings that provide production bonuses but require techs.

They've maxxed out the Generator Districts, and built City Districts next in order to get some research.

That said - they should have built an Energy Grid in that example. Tomorrow's patch has an update that will hopefully fix that:
The build is really quite bad though and I think that's the problem. The AI took a size 23 world, with no Generator Planetary Features (At least none that we can see in the screen shot) that only has a max of 5 Energy Districts, colonized it and made it a Generator Planet. At 73 years into the game I find it hard to imagine the AI has zero tech for more advanced buildings at this point in the game and yet all it's built are two Luxury Houses and a Commercial Building.

While I don't think the AI needs to be 100% optimal, just because it's "technically" building things doesn't mean it's building things as if it has any idea on what it's doing. Though admittedly AI building choices has never been that great so maybe this is just a continuation of that trend.
 
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It is a fully expected outcome of the business model, so it can hardly come as a surprise for the development team and I am sure they didn't need players in the open beta to tell them the AI wasn't the sharpest knife in the drawer, and, in fact, more like a fork pretending to be a knife. The only question is how long time it'll take before the AI becomes anywhere near the challenge it was in 3.14... Days, weeks, months... years? :D

It took several years after the Megacorps/Le Guin overhaul - it was only once the current setup with custodian assignments was introduced, which gave a lot more time for AI work to improve the existing code base, that the game became as challenging as in 1.9. So I doubt it will be years this time, but only time will tell.
I think you are both right and wrong.

We told them this planetary rework and how buildings and districts work was unfounded and unwanted. The implications to AI were not truly made—we were more occupied with criticizing the new planet building systems. That said, we told them this is not feasible to be pushed in the short amount of time. I only see dust at the moment, so keep off my "told you so" for when this dust has settled. But I see myself getting mad again—if this truly is a new disaster, it was preventable at the end of March by reducing the scope and keeping off the unwanted changes based on beta feedback.

This is getting silly to a point where silly springs over to madness.
 
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Just look at their planets? They do not build anything. This is really like in 2.2, empty planets, no economy. This is a colony of the UNE spawned by the lost colony Origin I started with:View attachment 1289949
They only build stuff in the 6 slots where the capital building is, the rest is empty everywhere except for some lonely slots here or there. These slots should be packed with stuff to buff the districts.
To support what Eladrin said:

In the beta they weren't building districts either, and that was the greater problem.
 
The exterminators seem to be destroying most other ai empires in last couple decades so fleets are going down. Though 140k for GA exterminator looks kind on of low though I can't really remember how it compares to 3.14 especially since I usually play larger galaxy.
And that's an exterminator benefiting from incorrectly-scaled unity from purges...
 
The build is really quite bad though and I think that's the problem. The AI took a size 23 world, with no Generator Planetary Features (At least none that we can see in the screen shot) that only has a max of 5 Energy Districts, colonized it and made it a Generator Planet. At 73 years into the game I find it hard to imagine the AI has zero tech for more advanced buildings at this point in the game and yet all it's built are two Luxury Houses and a Commercial Building.

While I don't think the AI needs to be 100% optimal, just because it's "technically" building things doesn't mean it's building things as if it has any idea on what it's doing. Though admittedly AI building choices has never been that great so maybe this is just a continuation of that trend.

I was going to say I have taken many an AI world in 3.14 that was designated an energy world when it clearly should've been literally....and I mean literally...anything else... The AI has never been good at specialization of planets...which is why most of the time it's useless to play solo at anything lower than commodore as the AI needs to cheat buffs to make itself work. I mean I repeatedly see the AI sends all their military into mercenary guilds then turn around and beg to be vassalized because they suddenly don't have a military...I WISH PARADOX WOULD DISALLOW MERCENARY GUILDS FOR AI THEY DON'T UNDERSTAND THEM!

I suspect the AI sees an economic crisis, looks at the worlds it has with open slots and then just fills slots and autodesignates them for that....and then get stuck with energy worlds that should've been agri worlds or industrial worlds or mining worlds....
 
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So I did my part (service guarantees citizenship!) and reported a couple of very intrusive bugs.

In doing so, I browsed the bug forum a bit, and... this is a mess. No point in playing anymore until some vigorous patching is done.

Good luck to the bug-hunting team, you will need it.
 
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So I did my part (service guarantees citizenship!) and reported a couple of very intrusive bugs.

In doing so, I browsed the bug forum a bit, and... this is a mess. No point in playing anymore until some vigorous patching is done.

Good luck to the bug-hunting team, you will need it.
On the plus side, they shouldn't need luck... they can attack the problem both in and from any direction, and they're sure to find bugs in a matter of seconds.

They need a bigger boat, but they do not require luck.

I was going to say I have taken many an AI world in 3.14 that was designated an energy world when it clearly should've been literally....and I mean literally...anything else... The AI has never been good at specialization of planets...which is why most of the time it's useless to play solo at anything lower than commodore as the AI needs to cheat buffs to make itself work. I mean I repeatedly see the AI sends all their military into mercenary guilds then turn around and beg to be vassalized because they suddenly don't have a military...I WISH PARADOX WOULD DISALLOW MERCENARY GUILDS FOR AI THEY DON'T UNDERSTAND THEM!

I suspect the AI sees an economic crisis, looks at the worlds it has with open slots and then just fills slots and autodesignates them for that....and then get stuck with energy worlds that should've been agri worlds or industrial worlds or mining worlds....
It's basically taking the basket-case planetary management the AI already had and putting it in a system that doesn't allow control in the specific way that just barely held the AI together before - it can't see a deficit of X and build specifically and exclusively X anymore.

As far as actual decisions go, it was hilariously awful before and absolutely nothing about that has actually changed. So it needs work, but... it did before, if it made good decisions people wouldn't win on GA when it has massive bonuses.
 
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Can you provide your save? This doesn't match what I'm seeing.

On Grand Admiral (completely default settings otherwise) here's what I'm seeing in 100 years of observer letting it run on fastest, in ten year increments:

View attachment 1289728

View attachment 1289782

This exercise did help us find a crash though.
The save I initially reported has been lost. This is a new Observer game save that has been running for 68 years. I believe that the problem with the low strength of some AI fleets is because they do not produce alloys, even though other resources have exceeded the warehouse.
 

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Can you provide your save? This doesn't match what I'm seeing.

On Grand Admiral (completely default settings otherwise) here's what I'm seeing in 100 years of observer letting it run on fastest, in ten year increments:

View attachment 1289728

View attachment 1289782

This exercise did help us find a crash though.
I think I have also found the reason for the low research ability of AI. The planetary limit for buildings with research bonuses and other buildings is 0, which will prevent the construction of new buildings?
 

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Can you provide your save? This doesn't match what I'm seeing.

On Grand Admiral (completely default settings otherwise) here's what I'm seeing in 100 years of observer letting it run on fastest, in ten year increments:

View attachment 1289728

View attachment 1289782

This exercise did help us find a crash though.
The new Honeycomb Fallen Empire seems to cause the game to lag in the early stages, resulting in a running speed of only one second per day for the first 20 years of the game.
 
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Can you provide your save? This doesn't match what I'm seeing.

On Grand Admiral (completely default settings otherwise) here's what I'm seeing in 100 years of observer letting it run on fastest, in ten year increments:

View attachment 1289728

View attachment 1289782

This exercise did help us find a crash though.
It looks like something is bugged with the tech which is why those AI fleets even on the Grand Admiral seem so small. Playing around with the console I discovered that giving myself even 100 repeatable tech doesn't increase the strength of fleets and stations. Armour, shields and hull go up but the 3 starting corvettes still have 300 strength.