What are the effects of a race's Intelligence?

When setting up a new game, on the Opponent Setup screen, the choices for each race under Intelligence are: beginner, normal, gifted, genius, & godlike.

Does anyone know what specific effects each of these levels of intelligence provide?  With Custom Races coming in Beta 5, I am gearing up for a really big map with loads of factions, and I realized another way I can vary the races would be to vary their intelligence. But I want to know what that will actually do in game terms for a race. Can anyone fill me in on the details? Thanks in advance!

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Reply #1 Top

A long while back it indicated how well the AI handled various situations, ...ignore, barter...attack and it also valued its goals against various threats. That was GCII...right now they values are not actually in. All the currently represent is bonuses to production or credits to make them seem more challenging. This will not be the case as we move towards Gold. The combat AI and the Diplomacy AI are always going to be a work in progress for Stardock. The good news is that they have always been a milestone for challenging AI without having to resort to bonuses to do so. 

Reply #2 Top

Alright i actually logged in to make a similar thread but i will post my thought/question here to not clog up the boards so i apologize for a semi hijack.

 

Many many hours in gc2 and many hours in GC3 betas. I know the AI isn't really in and isn't complete but has it been communicated to the devs how awful the basics of the AI are ignoring difficulty and their decision making, just talking about their game play.

 

<Speaking from a war perspective since that is really the only part of the game somewhat complete>

Besides all the play style shortfalls in the AI the general game play like no matter the difficulty and no matter how much i mod/buff the AI with tech ships and logistics mid to end game is just every race throwing 3 of their largest ships at you over and over and over again. Sadly in GC2 the AI was super spam 1-3 ships at you in a giant line all war long. I was really hoping at least in GC3 they could make an AI that at least operated their empires in a more fun to play against way.There is no diversity in their fleets tactics anything(just like GC2 and why it gets stale). Its just they make 1 type of ship non stop throw three in a fleet and send it at the target. If you do get them to make anything larger its just because of weird stacking and unstacking reasons. If they are doing anything on the map its small scale zerg.

 

Hoping in 2014/15 they can at least make the AI create interesting to combat ships/fleets instead its like playing against a terrible robot doing the exact same thing over and over and over again until i the player gets bored.

I really hope this stand in AI isn't closer to the finished product than we want to believe.

 

Maybe im the minority and the community enjoys playing against this type of AI but shrug.

 

Reply #3 Top

Gox to answer your question, YES the Developers notably Paul and Co and Brad know the AI is simply put a placeholder. It is assumed that the AI will be much better than it is and will continue to be better at making choices. If it is at least as good as GC II ill be happy but i know it will be that and more. Brad put up a small mention that the latest build has the AI asking for diplomo favors (and demands)  already which is something that is not happening in our current build. 

Reply #4 Top

Goxward, remember that it is impossible to program the ai to use something that isn't finished yet. For example, you want he ai to be able to design ships and fleets, yet the way fleets will work keeps changing as testing goes forward. If they had taken the time to program the ai to work with he way fleets were originally planned to work, that would have just been time wasted because with the change in combat you would have to reprogram the ai, further delaying the game. The same goes with things like diplomacy, ideology and trade. Over the past few months as testing has gone forward, there have been massive changes to these systems as well as how they work together. Programming the ai to take full advantage of these things is a waste of time until you have finalized how everything is going to be in the finished product. They are still in the phase of adding and testing features. Until the core features of the game are solidified, don't expect anything more than a slapped together ai taking advantage of only most basic of game mechanics.

Reply #5 Top

Thanks Larsenex for that reply!