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Corporal
53 Badges
Oct 23, 2021
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Description
[3.3.1] AI development (or lack thereof) of planets in late game leads to unemployment.

Game Version
3.3.1

What version do you use?
Paradox Launcher

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis, Aquatics, None

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
I have been trying to see how the AI behaves in the new release, enjoying their new competency and actual specialization (to a degree) of planets.

The issue I have observed is in mid to late game ai planets tend to be ridden with unemployment (around 5 or so per planet) in late game, even if the ai has the resources to do so (worse if he doesn't). The screenshots are form an ai only simulation using `overnight` command to speed it up.

Will add examples in the comments as I find them.

Steps to reproduce the issue.
Advance an ai galaxy to mid/lategame using `observer` or using `overnight` (for more speed). In this case, ensign AI, 1000 starts, max empires, no advanced and normal growth penalty from pops.

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Here we have this ai empire, megacorp, in year 2350, and most planets have around 5 to 10 unemployed pops each ,while they can build more districts or building or upgrade buildings.

1645625778724.png

The AI has the stockpile to develop but still doesn't build anything on those planets with unemployment (it builds on sum, but it sure takes its time, watched it for around 5 years)

The AI seems to not scale mineral income with number of planets that need to develop. This ai had their economy mostly on negative for the whole period, buying from market only when close to 0.

It is struggling to build minerals more since it need em and does questionable decisions like this one, when it has no mining districts.
1645626245920.png


The main two planets it colonized are full of industry district and no menial extraction from them, it only started making mining districts on newer planets somewhere after year 70 from game start or so from what I have seen. And these two main planets would have been the only good mining world candidates since the others have 3 districts much (the only mining worlds they have are like that).
 
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Another bad case, this being the top player of the game, another megacorp. First two colonies are fully industrialized and no menial districts causing a huge deficit. Unemployment is rampant and the ai has a deficit of rare crystals (even if they have the tech to synthesize and the space for).
1645626743458.png


My guess would be since rare crystals require minerals to synthesize, the ai does not build them due to high negative mineral income. Also looked at galactic market, minerals cost 5 energy per mineral so the whole galaxy buys them wholesale.

This has been the state of this empire heavily on negative for more than half the game, they did not lose any territory the whole game.
 
This is the 3rd strongest empire, not megacorp, which seems to heave a pretty healthy economy, not having any deficit, and no employment issues.

1645627146360.png


Idk if it is something with megacorps but oh well.
 
Another megacorp, 4th strongest, unemployment and minerals huge alloy production and industrial planets.
1645627272728.png


They actually have a bunch of mining districts compared the the prior two with deficit.

Also planet which should have been specialized as refinery is factory.
1645627575638.png
 
More similar issue can be found too many to iterate. Although a lot better than prior on ensign where it usually just crashed and burned! So overall it is nice, probably grand admiral will no have any of these issues due to their buffs.

Attached save here for the purpose of taking a deeper look.
 

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  • 2358.10.12.sav
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Hello!

Thank you for the report!

We are aware of the issue, it has already been added to our bug database.


The main issue is that the AI can end up building and removing its Mineral Purification plant over and over costing it tons of minerals.
 
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Found an additional problem where the AI estimation for the effect of upgrading the mineral purification hub didn't work correctly.
 
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