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 - 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 first to colonies that are marked by
the script as border, defense, or unit stockpile locations.
Construction - Queue Cleanup:
Removes obsolete designs or facilities from construction queues if they have not
been started. The minister also removes items that are not complete if resource levels are low.
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. This minister is not implemented in v1.15+ due to an SE5 issue
with the cloak order via scripts.
Ships - (All) Mothballing:
Checks to see if non-combat ships or sometimes bases can be safely mothballed to save on
resources when they are in short supply. The minister will also unmothball mothballed vehicles when resources
become plentiful again.
Ships - (All) Renaming:
Simply renames ships after retrofit to match their new class. For example, a class 'Enoki' ship named
'Enoki 0003' if retrofit to a 'Prot'class would become the 'Prot 0003'. If the name contains an *, then the ship will
never be re-named when the minister is active. If the name contains a ^, any text before the ^ will be retained in the
new name. The minister does not check for duplicate names, so beware!
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:
The minister will send a Black Hole Creator ship to attempt to create a blackhole in an enemy
system. To some degree it considers if the empire or its allies have ships in the system.
Ships - Black Hole Destroyers:
This minister sends Black Hole Destroyers to destroy black holes in the empire's vicinity
assuming they are not a break between its borders and an enemy's border.
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. Sometimes Cargo Transports will be used as Population Transports as well.
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. Sometimes extra Colony Ships will be used as Population Transports.
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:
The minister will send a Nebulae Creator ship to attempt to create a nebula in an enemy
system. To some degree it considers if the empire or its allies have ships in the system.
Ships - Nebulae Destroyers:
Uses Nebulae Destroyers to destroy nebulae including those that act as barriers to nearby
enemies.
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:
Uses Planet Creator ships to turn asteroids into habitable planets.
Ships - Planet Destroyers:
Sends Planet Destroyer ships to anhilate breathable enemy planets.
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. High population planets are those with either a large population or a moderately high
population that is close to capacity. Low population planets are prioritized by their current percent capacity.
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:
Attempts to use Star Creator ships to convert nearby nebulae into stars.
Ships - Star Destroyers:
Uses Star Destroyers to blow up stars in enemy systems. Performs a rudimentary check
for empire and allied assets in the system. Unfortunately does not use any 'Moktar Stealth Haste' to do so.
Ships - Storm Creators:
Not Active.
Ships - Storm Destroyers:
Controls Storm Destroyer ships to remove storms in the empire's territory.
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 possible, the minister will attempt to stack explore
and survey orders together. 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:
The minister will use Warp Point Closer ships to close warp points that lead to enemy
territory.
Ships - Warp Point Openers:
Operates Warp Point Opener ships to create new warp points between unconnected systems in
the empire's territory. A future addition will be to enable the minister to open warp points to systems belonging
to weaker enemies.
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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