Automation of Intelligence Missions and Player Influence
Posted: Fri Oct 14, 2022 9:11 am
Can the player interaction and User Experience with the automation/advisor system, particularly as it applies to Intelligence Missions, be significantly improved?
The problem is that the automation policies are not specific enough for the player to meaningfully influence the AI behaviour.
How I'd like the game to play is to have more specific levers to pull. E.g. for this AI empire, these specific intelligence missions are allowed.
Example - I do not want the AI to fixate on gaining territory maps from close neighbours whose territory I can easily scout. I do want them to get territory maps from other factions. Therefore banning territory maps intelligence missions for EVERY faction is not a preferred option.
Example - I want the AI to send intelligence agents to steal research, but I want them to have a targeted plan that I have strategised, rather than stealing technologies that I do not want.
Edited additions past this point:
Example - I saw an excellent suggestion by a user on the Steam forums that options for a mission type could be sorted in descending order of success probability. E.g. when stealing research from a given faction, the research could be sorted with 84% at the top, and 0% at the bottom.
Example - a refresh of the interface where there are multiple options available. At the moment, everything is a drop down list that presents zero context. There isn't any indication of where a particular planet is for inciting rebellion, or a research item is on the tree.
The problem is that the automation policies are not specific enough for the player to meaningfully influence the AI behaviour.
How I'd like the game to play is to have more specific levers to pull. E.g. for this AI empire, these specific intelligence missions are allowed.
Example - I do not want the AI to fixate on gaining territory maps from close neighbours whose territory I can easily scout. I do want them to get territory maps from other factions. Therefore banning territory maps intelligence missions for EVERY faction is not a preferred option.
Example - I want the AI to send intelligence agents to steal research, but I want them to have a targeted plan that I have strategised, rather than stealing technologies that I do not want.
Edited additions past this point:
Example - I saw an excellent suggestion by a user on the Steam forums that options for a mission type could be sorted in descending order of success probability. E.g. when stealing research from a given faction, the research could be sorted with 84% at the top, and 0% at the bottom.
Example - a refresh of the interface where there are multiple options available. At the moment, everything is a drop down list that presents zero context. There isn't any indication of where a particular planet is for inciting rebellion, or a research item is on the tree.