<GenericName>PlanetaryImprovement</GenericName> 50
<GenericName>PlanetarySpecialization2</GenericName> 50
<GenericName>XenoBiology</GenericName>50
<GenericName>InterstellarTravel</GenericName>100/100/100//1
<GenericName>XenoCommerce</GenericName>50
<GenericName>CommerceSpecialization2</GenericName> (supportive pop) 55
thalan add hivetech @50
--- self note Gaia Vortex and Hyperion Matrix A might also be important early thalan techs
Yor instead get:
InterstellarTravel 50, YorPowerTech has growth jump from 20>25, YorInterstellarTourism @45, xeno entertainment @45, logisticaloptimization4 (range+15%) expansion 16>20.. why are yortreated wih more nuance & subtlety? I'm most familiar playing with them & have gotten -very- few replies https://forums.galciv3.com/470478 telling me about other's tech priorities in race $x
1 terran
2 iconian
3 iridium
4 altarian
5 drengin
6 yor
7 krynn
8 thalan
untouched:
- thalan
- yor
- krynn
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yor soak1***
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I did an extremely blunt & ugly pass on the aiweights for all but the thalan/yor/drengin/krynn because those ai's always seem to do ok or are well, unique. Going to let them soak overnight & check on them in the morning
- at this point, I'm partly avoiding messing with the ai scripts simply because most of the ai races have such a seemingly dartboard guided early set of tech choices to run through leaving them with a foundation made of quicksand. The problem with that is that pretty much any human player has certain key early foundational techs that tend to be pretty common. I want to address the initial trouble first & go from there
- I notice the ai is still doing some bomneheaded stuff like colonize a planet & queue a planetary soil upgrade followed by a 40+ turn wait for a durantium refinery
-when I went to bed, I was concerned because the terrans were running a -19ish/turn deficit & trying to start a vouple worlds with durantium refineries, but after taking the dog out abd seeing the state of the game at turn 353 I'm -extremely- impressed. turns obviously go a lot faster with 8 races than 36, but the ai was much less schitziphrenic
- yor& thalan were at the bottom of the pile in the graphs though
- running a yor soak to see how their tech progression goes
- collective manufacturing
- planet utilization
- defense systems
- militarization
- weapons systems
- miniaturization spec (weapon mass -10%)
- missile weapons
- power matrix
- research spec
- enhanced training
- industrial mechanization
- shield spec (cost -10%)
- transportation spec (mass -25%)
- xeno commerce
- spark of life
- rapid fire missiles
- shield systems
- technological capacity
- ion drive
- terraforming
- wealthy population
- passionate communicator
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thalan soak1
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- industrial adaptation
- manufacturing spec (+10% manufacturing)
- xeno anthropology
- defense systems
- weapons systems
- hyperion matrix
- hives <- impotrant
- universal translator
- gravitonics (capacity +10%)
- adaptive anthropology
- targeting spec (accuracy +10%)
- missile weapons
- enhanced training
- hyperdrive spec (moves +1)
- offensicve gravitonics (weapon mass -5%)
- advanced construction
-shield spec (cost -10%)
- shield systems
- ion drive
- interstellar survey
- life support
- missile miniaturization
- orbital manufacturing
- skilled starship construcyion (military mfg 10%)
- zero gravity construction
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yor soak2***
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interstellar travel
xeno commerce
supportive pop
collective mfg
xeno entertainment
militarization
planet utilization
defense sysetems
power matrix
miniaturization spec (weapon mass -10%)
missile weapons
<-- Industrial mechanization<-- needs much lower priority, yor are still upgrading mfg yor to ollective mfg tile on some worlds
- enhanced training
- diplomatic reasoning
- interstellar tourism
- orbital manufacturing
- skilled space ship construction (+10% military mfg)
- zero gravity construction
- turn 197 the Yor established their firsttrade route giving them 8 credits/turn from trade with the altarians, but they are absolutely seeing through the fow for traderoute direction
- I'm going to let this continue to marinate for a while to see if the yor setup a second/third traderoute
- turn 281 still only 1 trade route from yor but I see two others on the map
- hull reinforcement
- large scale construction
-- it's about turn 330, the ai (ll ai's normal) yor are:
1st in military power
2nd economic power
3rd population
6th influence
7 approval
social mfg 7th
9th treasury
10th tech power
There is a war with the krynn, but nobody seems to care much aside from two fleets of warships near them
Krynn & drengin are two factions I didn't tweak, largely because they always seemed to do pretty good on their own compared to most
all of the races appear to be doing reasonably well, the minor races are kicking ass
- turn 349 that war judt got hot, a huge trail of yor & krynn warships collided on the border & it looked like he yor freaking stomped the krynn... yep... retire screen shows enemy ships destroyed ==65, lost=41. Battles won 38, lost 14
Looking at the rankings:
yor colonized 9 plamets, iconian 21, iridium 25, altarian 9, drengin 14, krynn 20, terran 12, thalan 11
"most population": Yor 175, iconian 192, irridium 198, altarian 95, drengin 167, krynn 272 (wow), terran 101, thalan 105.
not a single race lost -a- planet or starbase for any reason.
going to relaunch galciv3.exe, load the save & let the soak continue to see where the war goes
- turn 562, game has slowed a lot & it's getting time for ne to test some new stuff 
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yor soak3 *
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did a bunch of build queue & minor aiscript tweaking, going to check to watch now
- after letting the soak run overnight, the results atre pretty significant. It's turn 578 and well, the easiest way I can put this into words is this... I can visibly tell what almost every colony is supposed to be for. the "Power" tab is as follow:"
*Thalan
* krynn
*Yor
*Iridium
*Terran
*Iconian
currently pretty pleased where the ais are running among themselves, going to play a game for a while & see how they feel against me 