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How did I break Adaptive Industrial Systems? Not getting agriculture excess converted

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11 years ago
Aug 17, 2013, 12:35:46 AM
to construction.



I was getting all the extra food turned into industry and my food on all my Jungle systems used to be zero because it was getting converted to industry. But now I show huge numbers of food and my industry has tanked. What did I do? Did I build or research something to lose it?
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11 years ago
Aug 17, 2013, 2:58:21 AM
I think I realized what happened. I added a population improvement. Until the population maxed out again I was producing an amazing surplus that was getting wasted. The excess should have been getting converted. Looks like the code needs to be tightened up on this one. I call bug.
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11 years ago
Aug 17, 2013, 10:53:53 AM
The surplus is not getting "wasted". The more surplus you have, the quicker your population grows. If you really put everything to food and the system is in dark-green-approval, it should be filled up in a few turns.
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11 years ago
Aug 17, 2013, 7:02:38 PM
It did. The population grew rapidly and when there wasnt any population slots left to grow, the surplus food finally got converted back to industry again. Just got to remember to be careful when making troop transports... Kills production.
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11 years ago
Aug 19, 2013, 5:59:37 AM
Ail wrote:
The surplus is not getting "wasted". The more surplus you have, the quicker your population grows. If you really put everything to food and the system is in dark-green-approval, it should be filled up in a few turns.




This is not quite right. You can not growth faster than 1 pop per turn. Therefore on late game (especially as Harmony) you lost a lot (sometimes i am have 17000 food).
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11 years ago
Aug 19, 2013, 3:33:45 PM
Hmm, that's right.



In my opinion the A.I.S. seems quite overpowered.



Oftentimes it alone generates more industry than the system ever had before.



I think it was still good if the ratio was 3:1. To compensate the building could be cheaper and available earlier.
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11 years ago
Aug 19, 2013, 11:21:56 PM
I agree. It really is kind of outrageous.



I will counter though that it comes very late in the game. And at least in the games I've played so far, it has not become a decisive factor. The overall shape of the game is usually decided before I reached AIS (if I reach it at all). I dono though, that doesn't really make it ok for AIS to be that powerful.
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11 years ago
Aug 20, 2013, 9:44:20 AM
I think the AIS is of particular value to the Harmony, as it allows them to be a powerful faction in the late game. Considering that they lack heroes and dust, they should retain a powerful AIS. Perhaps it could be like this?



Factions: Mid-game AIS that offers 33% conversion of surplus.

Harmony: Mid-game AIS that offers 66% conversion of surplus.

Harmony: End-game AIS that offers 100% conversion of surplus.
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11 years ago
Aug 21, 2013, 4:12:42 AM
To be fair, Harmony's problems run way deeper than what a late game improvement can deal with. From my Harmony experience, I don't think they have issues steamrolling people once past mid-game, so AIS would just make them steamroll more. I think what Harmony really needs is early game adjustments.
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11 years ago
Sep 17, 2013, 11:36:22 AM
Ail wrote:
Hmm, that's right.



In my opinion the A.I.S. seems quite overpowered.



Oftentimes it alone generates more industry than the system ever had before.



I think it was still good if the ratio was 3:1. To compensate the building could be cheaper and available earlier.




I actually agree there. The boost is just as stupidly high as food improvements in general are stupidly useless after a system has grown a bit. The needs to be some middle ground there.
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