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Ministers in SE:V are components of the AI. In the Balance Mod, the ministers are generally
designed to work together as a whole, so they don't always perform single tasks to the liking of human players looking
to automate aspects of their empire. To help shed light on their behavior, I've created this Minister FAQ to let
players know what each minister typically does.
Overview on Ministers
If you're using at least 1 minister, a series of script functions are run to provide information for the ministers
to use. This includes a system by system analysis of all visible objects, compiling of lists, various settings for
construction and resource usage, and the default AI preferences - which includes specific design type and weapon choices
that may differ from the player's preferences. It's generally why you might see the minister's make wierd choices
when they're activated.
There are plans to add a small analysis routine so that some ministers can interpret what the player might be
using in terms of weapons and prefered ship types. This change will go a long way in making ministers more
useful for the player.
Ministers - Empire Wide
Colony Types:
Chooses a colony type for colonized planets that do not have one. The colony type is
important as it decides what facilities will be constructed. The minister will consider planet size, atmosphere
compatibility, and current resource levels in making its decision.
Empire Goals:
Determines the current state of the AI. There are 5 states: Explore, Attack, Defend,
Disconnected, and Infrastructure. The AI's choices for construction and research will be influenced by its
state. The Explore state is when no other races are known and there are warp points to explore. Attack state is
when the AI considers itself strong and can afford to be more aggressive. The Defend state is triggered
when enemies are present in the AI’s colony systems or the AI is weak overall compared to the other players. The
Disconnected state occurs when there is a lack of warp points in its known systems. The infrastructure state
is selected when all other states are false.
Enemy Analysis:
Determines the AI's priority and fear levels versus the other empires and does a brief
analysis of enemy design types. The fear level is used to modify diplomacy, while the priority level is used in
emphasizing locations to attack/defend and which empires represent the easiest or most difficult targets. It also
examines at known enemy designs and checks for specific damage, armor, and shield types being used
by enemies.
Fleets:
Provides orders for fleets. The priority for orders are resupply, defend, attack, train,
and maintain colonies during peacetime. The fleet minister also decides when fleets are to be created and if
the fleet’s focus will be skewed towards attack or defense. This will affect which type of ships get added
to the fleet. The fleet minister also handles dispatching fleet ships for repair, retrofit, or to replenish
their unit cargo.
Intelligence:
Handles intelligence operations for the AI. Generally, it will only use sabotage
projects against enemies that it's at war with. For human players using this minister, it will use espionage
projects against empires that are known, but don't have any relations. Aggressive or xenophobic empires will
consider using sabotage attacks against empires it’s not at war with, but don’t have a treaty with.
Politics:
Handles all the diplomacy for the AI, including treaties, determining the AI's
anger and mood, sending and replying to messages.
Research:
Determines the tech areas to research. The areas chosen are influenced by the AI's
current state and how many wars it is involved in. The minister always picks 1 area in each of the 4 designated
tech groups (Cultural, Theoretical, Applied, and Weapons) to research each turn.
Restricted Systems:
Not active.
Currently not active. However, the AI does designate systems to avoid for its non-combat ships, just not under
this minister's guidance. This will likely change in the v1.15 update.
Vehicle Design:
Designs all the vehicles for an empire. It also marks old designs as obsolete. Note that
it will only make designs for designs used by the default AI. However, you could always auto complete with the
desired design type to have minister designs.
Ministers - Colonies
Colonies - Facilities:
Handles the scrapping of obsolete facilities for the AI or the scrapping of facilities to
make room for better facilities like production modifier facilities or Monolith Facilities. Sometimes the minister will
scrap a non-resource facility and build a resource facility if the empire is critically low in that resource.
Colonies - Drone Launching:
Launches Drone Groups. Normally launches Drones if there is an enemy presence in the
system and there are enough drones in cargo to make a worthwhile group. This amount is usually 5 Drones. Drones
are never recovered.
Colonies - Fighter Launching:
Launches Fighter groups. Normally launches fighters if there is an enemy presence in the
system and there are enough fighters in cargo to make a worthwhile group. This amount is usually 20 fighters. Fighters
are recovered on occasion so that obsolete ones can be scrapped if the Colonies - Unit Scrapping minister is activated.
Colonies - Mine Launching:
Launches mines around colonies. The minister will only launch mines if there is an enemy presence in
the system and there are enough mines to make a worthwhile mine group. This amount is usually 20 mines. The minister will also
recover mines on occasion to scrap obsolete mines if the Colonies - Unit Scrapping minister is activated.
Colonies - Satellite Launching:
Launches satellites around colonies. Minister will launch satellites more frequently in systems with
an enemy presence. Sometimes satellites are launched in core systems to maintain sensor coverage in the system. The minister will
sometimes recover satellite groups to remove obsolete designs if the Colonies – Unit Scrapping minister is activated.
Colonies - Population:
Ruthlessly scraps non-breathing population on a colony when there is also a breathable population
present to undome the planet.
Colonies - Unit Scrapping:
Scraps units that are obsolete. The amount and number of units scrapped will depend on the colony’s
location, type of unit, age of the design, and the AI’s resource and maintenance levels.
Ministers - Construction
Construction - Facilities:
Adds facilities to planetary construction queues. The type of facility will depend on a number of
factors including the colony type, resource levels, need for facilities like spaceports or resupply depots, availability of
modifier facilities, if the system could benefit from a system wide facility etc. This minister will also upgrade
facilities if possible.
Construction - Ships:
Adds ships to space yard queues. The design type added will depend on the AI’s demand for that
design type, which is influenced by the AI’s state and the number of ships of that design type in existence. The queues
chosen for ships are generally the space yard queues with the highest build rates.
Construction - Units:
Adds units to construction queues. Like the Construction – Ships minister, the unit design
type chosen will depend on the same demand factors. Typically, units are added to queues that lack that unit type
in their cargo space.
Construction - Queue Cleanup:
Removes obsolete designs or facilities from construction queues if they have not
been started.
Ministers - Vehicles
Ships - (All) Cloaking:
Determines whether or not ships with cloaking devices or stealth armor should use them. Ships
in enemy or empty space will activate their cloak assuming supplies are plentiful. The minister will also deactivated
cloaks for ships in non-enemy systems to save supplies. Although this minister is implemented, the cloak order is not
being registered as of Balance Mod v1.14.
Ships - (All) Resupply:
Checks each ship not in a fleet whether or not it needs to be resupplied. If a ship is low
on supplies, it gets ordered to nearest colony with supplies.
Ships - (All) Retrofit:
Checks to see if ships not in fleets need to be retrofitted. This will depend on the number
of ships currently being retrofitted, the AI’s resource status, and if the ship’s design type can be retrofit. Ships in
fleets are retrofit under the jurisdiction of the Fleets minister.
Ships - (All) Scrapping:
Checks to see if ships not in fleets should be scrapped. The criteria considered are if the
ship is of a design type that is obsolete and approximately 50 turns old. If resources are low or maintenance is high,
the age criteria will be reduced. There is also a random chance built in that a ship won’t be scrapped, which is to prevent
all the ships of a certain design type from receiving scrap orders all at once.
Ships - Attack Bases:
Gives orders to ships of the Attack Base design type, commonly used for ships built on a base
ship hull. The first priority is to check for targets that it can attack. If there are no targets to attack, the Attack
Base will be sent to join a fleet.
Ships - Attack Ships:
Gives orders to combat ships. This includes the following design types: Attack Ships, Defense
Ships, Missile Ships, Point-Defense Ships, and Bombardment Ships. However, not all our treated equally. Attack Ships may
be assigned for various duties such as attacking, surveying, or exploring. If an Attack Ship has no orders, it will be
sent to join a fleet. The other design types are almost always sent immediately to join a fleet.
Ships - Black Hole Creators:
Not Active.
Ships - Black Hole Destroyers:
Not Active.
Ships - Boarding Ships:
This minister will send all Boarding Ships to join fleets. In the future, it may be expanded to
include trying to capture lone enemy ships if the analyze order can be called from the AI scripts.
Ships - Cargo Transports:
Provides orders to ships with the Cargo Transport design type. The minister will order
the Cargo Transport to pick up weapon platforms and drop them off at planets in defense locations. It will not
pick up other unit types.
Ships - Colony Ships:
This minister dispatches colony ships to uncolonized planets. A colony ship will attempt
to pick up population from the nearest colony and sometimes a weapon platform (if available) if the planet is
in a defense system.
Ships - Drone Carriers:
Gives orders to ships with the Drone Carrier design type. The minister’s first priority
is to have the Drone Carrier pick up drones and once near capacity, it will be sent to join a fleet.
Ships - Fighter Carriers:
Gives orders to ships with the Carrier design type. The minister’s first priority is
getting the Carrier to pick up fighters. Once near capacity, it will be sent to join a fleet.
Ships - Medical Ships:
Provides orders for ships with the design type Medical Ship. The minister will send the
ship to colonies that are plagued in an attempt to cure them.
Ships - Mine Layers:
This minister provides orders to ships with the design type Mine Layer. The first priority
is to load mines. Once it has a load of mines, the ship will be ordered to drop them at locations marked as unit
drop locations – typically border warp points to unknown systems or enemy systems.
Ships - Mine Sweepers:
Provides orders for ships with the Mine Sweeper design type. The minister will sometimes
send lone Mine Sweepers to marked minefields, but usually Mine Sweepers are sent directly to fleets.
Ships - Nebulae Creators:
Not Active.
Ships - Nebulae Destroyers:
Not Active.
Ships - Patrol Ships:
This minister gives orders to ships with the Patrol Ship design type. Patrol ships are
sent to defense systems to provide moving sensor coverage. Sometimes they will attack a target if it is considered
weaker than the patrol ship.
Ships - Planet Creators:
Not Active.
Ships - Planet Destroyers:
Not Active.
Ships - Population Transports:
This minister only controls ships with the Population Transport design type. Population Transports
are sent to nearby planets with large populations to load population and then sent to nearby planets with low populations
to drop off population. There is no current check for the population’s native atmosphere.
Ships - Ramming Ships:
Provides orders for ships of the design type Kamikaze Attack Ship. These ships are sent directly
to join fleets.
Ships - Remote Mining Ships:
This minister provides orders for any of the Remote Mining Ship design types. Remote resource
gathering ships are sent to nearby empty asteroid fields to mine until they need supply. The minister will only send them
to non-hostile systems.
Ships - Satellite Layers:
This minister provides orders to ships with the design type Satellite Layer. The first priority
is to load satellites. Once it has a load of satellites, the ship will be ordered to drop them at locations marked as unit
drop locations – typically border warp points to unknown systems or enemy systems.
Ships - Space Yard Ships:
This minister controls ships with the design type Space Yard Ship. The first priority is to dispatch
Space Yard Ships to damaged ships that are stranded. If no other orders, the Space Yard Ship will be ordered to build a Defense
Base at a location marked as a unit drop location.
Ships - Star Creators:
Not Active.
Ships - Star Destroyers:
Not Active.
Ships - Storm Creators:
Not Active.
Ships - Storm Destroyers:
Not Active.
Ships - Survey Ships:
This minister controls ships of the design types Explorer Ship or Scout Ship. The first priority is
to explore unknown warp points. The second priority is to survey systems. If no Scout or Explorer ships are available, the minister
will try and use Attack Ships for this purpose.
Ships - Troop Transports:
Provides orders to the ships of Troop Transport design type. The first priority is pick up troops
and sometimes fighters. Once the Troop Transport is near capacity, it is sent to join an attack fleet.
Ships - Warp Point Closers:
Not Active.
Ships - Warp Point Openers:
Not Active.
Units - Drones:
This minister provides orders to launched Drone groups. The first priority is to attack nearby targets
if possible. Otherwise Drone groups are sent to wait at a colony with a Space Yard and wait.
Units - Fighters:
This minister provides orders to launched Fighter groups. The first priority is to attack nearby targets
if possible. Otherwise Fighter groups are sent to wait at a colony with a Space Yard. Sometimes they will be recovered if
the Colonies – Fighter Launching minister is on.
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