Ohohohohhohhohohohhohohoh.
OHOHOHOHOHOHOHOHOHOHOHOHOHOHHO.
Colonizer is quite amazing, especially in combo with Prolific. Main advantage of colonizer? It allows me to QUICKLY build up my research and economy worlds (literally twice as fast) which generates the income and research for FURTHER expansion.
Turn 60, 60 colonies. NO DEFICIT. LET ME REPEAT THAT: NO DEFICIT. 9000 CREDITS IN THE BANK FROM TRADING WITH THE AI. Colonizer +100% social production allows very, very fast production of Krynn temples and Colonial Hospitals, followed by marketplaces or research labs, which magnifies the advantage of extra population from Prolific.
I have FOUR TIMES THE POPULATION OF THE NEAREST AI. MORE THAN HALF OF MY WORLDS ARE FULLY DEVELOPED WITH LEVEL 1 BUILDINGS. +200% research or economy on those worlds, with average pop of 15, and the POP GROWING AT +0.4/TURN. AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!
THANK YOU FOR MAKING COLONIZER EVEN BETTER THAN BEFORE. I CAN ALWAYS GET SHIPYARDS BY SHIPPING OVER A CONSTRUCTOR AFTER THE COLONY SHIP.
AHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!
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You do realise that you've basically been rehabilitated, right? You're building improvements, splitting your shipyard production between constructors and colony ships, setting population to do things other than 100% military manufacturing, loading as much pop onto colony ships as possible... This is all pretty much what I was intending. The mechanics now actually favour playing the game in the way most people expect to be better, rather than the ludicrous mass of perverse incentives in vanilla.
Be warned that I'm gonna be nerfing the initial cash pile once the AI is ready for it. The default 3k allows you to rush-buy a lot more than it used to in the early game, and probably needs to be reduced to around 1k tops. Combined with the AI being given much more aggressive spending priorities (the colony capital being switched to social manu means it doesn't need to be so careful of bankrupting itself), this might mean a strategy based on selling stuff to the AI won't be as effective in the near future.
Once again, is it possible to program the AI to expand to THIRTY colonies ASAP before stopping? The OPTIMAL strategy even for normal AI is to grab THIRTY colonies ASAP before building up the worlds.
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Nope, can't tell it to check the number of worlds it has, as I've told you over and over and over again. I will be pushing it to be less worried about social production now, tho, since the colony capital change means it probably never needs to spend less than 100% on the military-social slider now. It'll only take 6 turns to build most improvements, compared to 3-4 with 100% social, so might as well let it pump out more colonies.
Besides, it's more important right now to teach it to research properly, since it presently is very bad at picking which worlds to make into research planets (it would make only 4-5 in a 40-50 planet empire). I've not got much hope for it being a proper challenge for anyone who's played many 4X games before until SD teach it to specialize, though; there's simply no way it can match the level of output from a player planet using just the big wheel.