GalCiv difficulty levels in gold version
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Stardock Forums
One of the things we did do during the release candidates is make the game much easier to win on the lower levels. We found that experienced strategy gamers would get creamed even when the AI was set to "fool".
But at the same time, at the medium to higher levels, the AI is much more intelligent than it was in the betas. In fact, the beta GalCiv AI was, well pretty crummy compared to the gold version in terms of intelligence (not saying the gold is "harder" to beat, but that the AI is more intelligent in how it behaves).
In the betas, each AI level simply increased the intelligence rating of the player by say 15 points. Here's the problem we had with that:
You'd play on "normal" and get a challenge and then you'd up it a level and get creamed. So a lot of the extra month of development was spend play testing and adding more difficulty levels.
So now each computer player can indvidually be set to the following difficulty levels:
[IntLevel0] Fool
[IntLevel1] Beginner
[IntLevel2] Sub-Normal
[IntLevel3] Normal
[IntLevel4] Bright
[IntLevel5] Intelligent
[IntLevel6] Genius
[IntLevel7] Incredible
With the corresponding intelligence being 4, 14, 36, 42, 50, 60, 65, 100.
We may tweak these or add more after released based on what you guys say.
So now, you have sub-normal, normal, bright, intelligent and genius quite close together. I have not personally won with all the AI's set to genius on a medium sized map or higher. And incredible is just, well the AI gets lots of extra stuff.
Speaking of extra stuff, how do the resources get handled?
The intelligence ratings do two things: 1) They determine how much money they get from colonies.
So in pColony->CalcTaxesCollected() at the end it gets:
ulTaxes = ulTaxes * (40 + ulIntelligence);
So at intelligence = 60 (intelligent) it's getting the same from a colony as you. At Genius it's getting a bit more. And at incredible, all bets are off.
The other way intelligence matters is that it determines whether the AI is going to a) Do a thorough analysis on what players are doing
Which AI scripts are available to use, and c) Determines whether the AI is going to do anything about it.
Example:
An AI with intelligence 60 will be able to check out its sensor areas and see if you are building up for an attack, fortifying starbases, trying to culturally dominate it, etc. It will then have to roll to see if it is going to do anything about it. I.e. "Do I recognize this as a threat or am I too dumb to see this?". If it rolls that it is going to recognize the threat then it has to roll whether it's goign to actually do anything about it. And if it is going to do something about it then it rolls to see if it will tell the human player about it (if it's a human player that is the threat).
IF the AI FAILS the roll, the human player gets a message from the AI letting it know it's on to what it's doing. Otherwise it quietly lowers relations and prepares for a war.
If you play on say Genius, and build up star bases and ships in a sector you're planning to attack you'll notice ships from other sectors quietly coming in to fortify. Fighters shadowing your transports. Etc.
But on lower intelligence levels, none of this happens. Which is one of the changes. So when you get the game, on Fool and Beginner you should be able to play the game without getting creamed now. This is different than it was in the beta when fool was = Int 15 and the next one up was 30.
But at the same time, at the medium to higher levels, the AI is much more intelligent than it was in the betas. In fact, the beta GalCiv AI was, well pretty crummy compared to the gold version in terms of intelligence (not saying the gold is "harder" to beat, but that the AI is more intelligent in how it behaves).
In the betas, each AI level simply increased the intelligence rating of the player by say 15 points. Here's the problem we had with that:
You'd play on "normal" and get a challenge and then you'd up it a level and get creamed. So a lot of the extra month of development was spend play testing and adding more difficulty levels.
So now each computer player can indvidually be set to the following difficulty levels:
[IntLevel0] Fool
[IntLevel1] Beginner
[IntLevel2] Sub-Normal
[IntLevel3] Normal
[IntLevel4] Bright
[IntLevel5] Intelligent
[IntLevel6] Genius
[IntLevel7] Incredible
With the corresponding intelligence being 4, 14, 36, 42, 50, 60, 65, 100.
We may tweak these or add more after released based on what you guys say.
So now, you have sub-normal, normal, bright, intelligent and genius quite close together. I have not personally won with all the AI's set to genius on a medium sized map or higher. And incredible is just, well the AI gets lots of extra stuff.
Speaking of extra stuff, how do the resources get handled?
The intelligence ratings do two things: 1) They determine how much money they get from colonies.
So in pColony->CalcTaxesCollected() at the end it gets:
ulTaxes = ulTaxes * (40 + ulIntelligence);
So at intelligence = 60 (intelligent) it's getting the same from a colony as you. At Genius it's getting a bit more. And at incredible, all bets are off.
The other way intelligence matters is that it determines whether the AI is going to a) Do a thorough analysis on what players are doing
Example:
An AI with intelligence 60 will be able to check out its sensor areas and see if you are building up for an attack, fortifying starbases, trying to culturally dominate it, etc. It will then have to roll to see if it is going to do anything about it. I.e. "Do I recognize this as a threat or am I too dumb to see this?". If it rolls that it is going to recognize the threat then it has to roll whether it's goign to actually do anything about it. And if it is going to do something about it then it rolls to see if it will tell the human player about it (if it's a human player that is the threat).
IF the AI FAILS the roll, the human player gets a message from the AI letting it know it's on to what it's doing. Otherwise it quietly lowers relations and prepares for a war.
If you play on say Genius, and build up star bases and ships in a sector you're planning to attack you'll notice ships from other sectors quietly coming in to fortify. Fighters shadowing your transports. Etc.
But on lower intelligence levels, none of this happens. Which is one of the changes. So when you get the game, on Fool and Beginner you should be able to play the game without getting creamed now. This is different than it was in the beta when fool was = Int 15 and the next one up was 30.