AI Collapse?

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zgrssd
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RE: AI Collapse?

Post by zgrssd »

ORIGINAL: Soar_Slitherine

The AI major I'm fighting in my ongoing game certainly looks like it's having morale issues. Scouting reports claim that their recently recruited heavy tank regiments have only 35-ish morale, which is getting close to the threshold for capitulation, and I don't think those have been in any combat yet. They initially tried to attack me with masses of infantry with no anti-tank weapons of any sort through a chokepoint, and I've been mowing them down with artillery and tanks while waiting to get all the hardware together for my own offensive, so the AI has taken a lot of casualties.

EDIT: Grammar.
In another post, someone theorized the the Casualty tresholds do affect troops in the field as well.
We know for certain it affects cities (given that there is a UI view for it), but if it affects the Troops is a open question.
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newageofpower
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RE: AI Collapse?

Post by newageofpower »

ORIGINAL: yutowap33
No one mentioned time, which is a major factor in any major project.
How dare you. -I- mentioned time.
yutowap33
Posts: 71
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RE: AI Collapse?

Post by yutowap33 »

ORIGINAL: Soar_Slitherine
The AI major I'm fighting in my ongoing game certainly looks like it's having morale issues. [..] AI has taken a lot of casualties.

So you are saying that the AI collapse is the result of good ol butchery..

That too bad, I was hopping for some late game hailmary moment. Considering my troops are currently mainly armed with gausses rifles in heavy battle armor, while I am faced with AI with MG infantry corps (stacks of 50 there was even one army with 100) in battle dress and plasma rifles, heavy armor corps, and seemingly more independent flak battalions than I have units.
ORIGINAL: newageofpower
How dare you. -I- mentioned time.
Sorry my bad, I skimmed that part, still I think that the time factor balance the material cost.
Soar_Slitherine
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RE: AI Collapse?

Post by Soar_Slitherine »

ORIGINAL: yutowap33
ORIGINAL: Soar_Slitherine
The AI major I'm fighting in my ongoing game certainly looks like it's having morale issues. [..] AI has taken a lot of casualties.

So you are saying that the AI collapse is the result of good ol butchery..
Their supply status seems to be fine and last intel report I saw, they had built a huge number of agridomes, so I don't think they're losing morale from starvation. I don't actually know how/if casualties impact troop morale outside the unit actually suffering them, but not sure what other mechanic there would be that would cause the AI to have low morale on troops that haven't been in combat.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
Mercutio
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RE: AI Collapse?

Post by Mercutio »

I noticed when I took over the AI cities, there were WAY too many agridomes. It sucked up most of the population of workers and wasn't worth it, so I closed them all to shift workers elsewhere where they would be useful. Maybe a metals or fuel crunch? I play FoW, so usually it won't tell me about their supplies. It is like they cannot replace their losses and whither. I have more of an issue of overextending my supply as they cratered so fast I have to build up infrastructure just to keep MY troops from starving or running out of fuel. That is the only think holding me back.
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newageofpower
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RE: AI Collapse?

Post by newageofpower »

ORIGINAL: Mercutio

I noticed when I took over the AI cities, there were WAY too many agridomes. It sucked up most of the population of workers and wasn't worth it, so I closed them all to shift workers elsewhere where they would be useful. Maybe a metals or fuel crunch? I play FoW, so usually it won't tell me about their supplies. It is like they cannot replace their losses and whither. I have more of an issue of overextending my supply as they cratered so fast I have to build up infrastructure just to keep MY troops from starving or running out of fuel. That is the only think holding me back.
Is this game/save started under version 1.07.07b?

I suspect the AI doesn't have the same Private/Public mechanic that players have; i.e. can use public food and private food interchangeably. Combined with the Luxury Spiral Bug in the previous versions you could see the AI dumping everything into agriculture.
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BlueTemplar
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RE: AI Collapse?

Post by BlueTemplar »

I've seen a taken over AI capital have what seemed like way too many (public) agri-domes with 1.07.01. They had a BioFuel Refinery 5 though, does the AI know how to reduce/mothball assets when having a glut of some items ?

Also, *way* too many very worker-inefficient Wind Traps, even though there were many Ice Mine spots in the same territory !

I guess the combination of those might explain it ?
zgrssd
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RE: AI Collapse?

Post by zgrssd »

ORIGINAL: BlueTemplar

I've seen a taken over AI capital have what seemed like way too many (public) agri-domes with 1.07.01. They had a BioFuel Refinery 5 though, does the AI know how to reduce/mothball assets when having a glut of some items ?

Also, *way* too many very worker-inefficient Wind Traps, even though there were many Ice Mine spots in the same territory !

I guess the combination of those might explain it ?
From 1.07.07 beta:
"-Should have addressed an issue where private economy kept building farms while transorming food into luxuries at the same time. "
Apparently this bug could cause runaway private farm creation
Mercutio
Posts: 255
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RE: AI Collapse?

Post by Mercutio »

ORIGINAL: newageofpower
ORIGINAL: Mercutio

I noticed when I took over the AI cities, there were WAY too many agridomes. It sucked up most of the population of workers and wasn't worth it, so I closed them all to shift workers elsewhere where they would be useful. Maybe a metals or fuel crunch? I play FoW, so usually it won't tell me about their supplies. It is like they cannot replace their losses and whither. I have more of an issue of overextending my supply as they cratered so fast I have to build up infrastructure just to keep MY troops from starving or running out of fuel. That is the only think holding me back.
Is this game/save started under version 1.07.07b?

I suspect the AI doesn't have the same Private/Public mechanic that players have; i.e. can use public food and private food interchangeably. Combined with the Luxury Spiral Bug in the previous versions you could see the AI dumping everything into agriculture.

1.07.01
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newageofpower
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RE: AI Collapse?

Post by newageofpower »

ORIGINAL: Mercutio
1.07.01
You might need to start a new game on 1.07.07b.
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BlueTemplar
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RE: AI Collapse?

Post by BlueTemplar »

ORIGINAL: zgrssd

ORIGINAL: BlueTemplar

I've seen a taken over AI capital have what seemed like way too many (public) agri-domes with 1.07.01. They had a BioFuel Refinery 5 though, does the AI know how to reduce/mothball assets when having a glut of some items ?

Also, *way* too many very worker-inefficient Wind Traps, even though there were many Ice Mine spots in the same territory !

I guess the combination of those might explain it ?
From 1.07.07 beta:
"-Should have addressed an issue where private economy kept building farms while transorming food into luxuries at the same time. "
Apparently this bug could cause runaway private farm creation
I know. I'm specifically talking about public agri-domes. Unless the AI then kept nationalizing those without shutting them off ?
zgrssd
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Joined: Tue Jun 09, 2020 1:02 pm

RE: AI Collapse?

Post by zgrssd »

ORIGINAL: newageofpower

ORIGINAL: Mercutio
1.07.01
You might need to start a new game on 1.07.07b.
The fix is not marked with a Star, so it should apply to any games started in a previous version.

Of course it will not refund the excess Farms. But it will allow the Private Economy to have them mothballed without building any more.
yutowap33
Posts: 71
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RE: AI Collapse?

Post by yutowap33 »

ORIGINAL: BlueTemplar

I've seen a taken over AI capital have what seemed like way too many (public) agri-domes with 1.07.01. They had a BioFuel Refinery 5 though, does the AI know how to reduce/mothball assets when having a glut of some items ?

Also, *way* too many very worker-inefficient Wind Traps, even though there were many Ice Mine spots in the same territory !

I guess the combination of those might explain it ?

Same here. I am playing on a water planet, so there are no water shortages nor need to build water extraction (I have an access of 30k water waste every turn) still water purification is one of the AI favorite structures to build..

Same with fuel, the map is drownings in oil fields never the less the AI have biofuel refineries in every zone.

And yes, I have several AI cities surrounded with multiple public (and non public) farms.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: AI Collapse?

Post by zgrssd »

ORIGINAL: yutowap33
ORIGINAL: BlueTemplar

I've seen a taken over AI capital have what seemed like way too many (public) agri-domes with 1.07.01. They had a BioFuel Refinery 5 though, does the AI know how to reduce/mothball assets when having a glut of some items ?

Also, *way* too many very worker-inefficient Wind Traps, even though there were many Ice Mine spots in the same territory !

I guess the combination of those might explain it ?

Same here. I am playing on a water planet, so there are no water shortages nor need to build water extraction (I have an access of 30k water waste every turn) still water purification is one of the AI favorite structures to build..

Same with fuel, the map is drownings in oil fields never the less the AI have biofuel refineries in every zone.

And yes, I have several AI cities surrounded with multiple public (and non public) farms.
Have you reported those bugs? Ideally while holding on to a savegame where it happens?

If Vic has no idea there is a issue, he will never get around to fixing it!
shabowie
Posts: 41
Joined: Fri Feb 12, 2021 4:54 pm

RE: AI Collapse?

Post by shabowie »

I think the way the private economy AI prioritizes which assets receive labor when there is a shortage is an issue right now, I'm also seeing overdeveloped farming systems taking up all the labor and private QOL production being mothballed and I think it's contributing to the big population pushes being talked about in the other thread. I do have some saves, including a few spots where I went back 5 to 10 turns a couple times to figure out what was going wrong and how to micromanage some of it.


In my capital zone in my current game, ALL the private QOL producing sites are mothballed by the private economy AI in favor of a large multi level outdoor terran farming facility which gets first dibs on private labor. This despite the fact I have a decent level 2 or 3 farming facility that is state owned for every large zone I control, maybe I'm just not getting how the system works. Experienced advice apppreciated.
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