What is the difference between Researcher, Fortifier, Aggressor, and Ecomonist?

I've been playing SINS around the clock (singleplayer) since the game came out. I've gotten pretty good against the computer and am now up to mulitple Locked AI on Hard.

I haven't noticed a difference in AI playing styles of Research,Ecomony,Agression,Fotification.

Can someone tell me what exactely the AI does differently with these four options?

It seems that the AI does the same thing regardless of this option, "Early Siege rush, keep fleet back until time is right, fleet units are always the same, and they never build super weapons.

The manual doesn't specify what the exact differences are. Does anybody know.
15,186 views 8 replies
Reply #1 Top
Well, the names seem to describe them fairly well... a researcher would (presumably) focus on research, and economy on economy, aggression on aggression (including the siege frigate rushes... yum, XP!), and from experiance I can tell you a fortifier fortifies... and not much else.
Reply #2 Top
Well, the names seem to describe them fairly well... a researcher would (presumably) focus on research, and economy on economy, aggression on aggression (including the siege frigate rushes... yum, XP!), and from experiance I can tell you a fortifier fortifies... and not much else.
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Yeah, I thought this too. But the AI doesn't seem to change at all. I have noticed a slight difference with aggressor, but the other three play the exact way each time I play.
Reply #3 Top
I wonder if maybe the various personalities have more effect on the easier difficulty levels. After all, Hard is supposed to be the best AI, so it should be doing the best thing it can, all the time, not buttonholing itself into pre-set categories.
Reply #4 Top
It did strike me as odd to see the fortifier AI on hard hardly using its tactical slots. Heck I seldomly see static defences at all on hard. Maybe the special coding didnt get in yet.
Reply #5 Top
did you go back and watch a game from their point of view? because maybe you couldnt see what they were doing and by the time you were attacking them it seemed like they were all playing the same
Reply #6 Top
Judging by the Gameplay.constants file (which may be only a small part of the picture), the different AI types have different 'weightings' for different types of action. Here's the relevant section: playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 2 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 1 MaxBountyBidCount 5 table-Defensive BuildShip 5 BuildModuleTactical 5 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 3 MaxBountyBidCount 5 table-Research BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 2 BuildModuleResearch 2 UpgradeResearch 5 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 2 MaxBountyBidCount 10 table-Economic BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 5 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 5 UpgradePlanetInfastructure 2 MaxBountyBidCount 15 Of course, without knowing exactly how the numbers are used, it's difficult to come to any definite conclusions.
Reply #7 Top
Gah, sorry - somehow the forum lost all the line breaks and formatting in my last post. :(
Reply #8 Top
Judging by the Gameplay.constants file (which may be only a small part of the picture), the different AI types have different 'weightings' for different types of action. Here's the relevant section: playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 2 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 1 MaxBountyBidCount 5 table-Defensive BuildShip 5 BuildModuleTactical 5 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 3 MaxBountyBidCount 5 table-Research BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 2 BuildModuleResearch 2 UpgradeResearch 5 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 2 MaxBountyBidCount 10 table-Economic BuildShip 5 BuildModuleTactical 2 BuildModuleCivilian 5 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 2 UpgradePlanetPopulation 5 UpgradePlanetInfastructure 2 MaxBountyBidCount 15 Of course, without knowing exactly how the numbers are used, it's difficult to come to any definite conclusions.
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Yeah, I can see differences here. I do scout a lot and try to physically see what is Ai is doing differently.

I guess I just expect to see the differences during gameplay.

For example:

Aggressor should attack often with huge numbers but little research

Fortifier should have small fleets, but totally fill up the tactical slots with defense on all planet making it hard to conquer them.

Researcher should have medium fleets, but fully powerful due to research and should aim for superweapons as quick as possible

Economist should have divided fleets and try to expand as quick as possible for most money. Then send a huge fully upgraded fleet to attac as they have the money to do so.


As it stand though, I don’t see a difference.