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Does the AI actually need Transports/Landing Ships?

 
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Does the AI actually need Transports/Landing Ships? - 4/24/2020 7:18:44 AM   
PanzerMike


Posts: 888
Joined: 4/30/2006
Status: offline
I was looking into making landing ships much more expensive and how this will affect the game balance.

The USA starts in 1939 with no landing ships and 240 transports. Starting on 1/15/1941 they have a 50% chance of building a support item every turn. If they build a support unit it will most probably be either transport or landing ships according to the _changeBuild.txt script.

This is of course necessary for Torch in 1942. My question is, does the AI actually NEED them to perform transport and invasions in the sense that the game counts the available number and sizes the Task force for the Torch invasion (for example) accordingly?

I can imagine that this is way too complicated and instead the AI can and will perform those invasion missions regardless of the actual number of TR/LS they own. If so, having the AI build them is just for balancing the expenditure of PP's.

If the AI does not actually look at how many transports and landing ships it has, making landing ships expensive will cost the AI a lot more PP's upsetting balance (AI can build less other stuff), but they will perform invasions nonetheless.

Please tell me how the AI handles TR/LS.

Thanks!
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RE: Does the AI actually need Transports/Landing Ships? - 4/24/2020 11:44:25 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
It's a complex series of algorithms to make sure the A.I. spends on naval and balances it with the game without screwing themselves.

If you are tripling the cost of these naval assets it will impact the A.I.

My suggestions is to base your scenario off of mine and do small adjustments. Going hog wild completely different will leave you frustrated and working on it for an eternity. Personal experience.

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Creator Kraken Studios
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(in reply to PanzerMike)
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