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« on: November 29, 2012, 01:36:10 AM »
Alrighty, finally got home today.
So, I just want to reiterate what you said earlier Keith and make sure I've got it square. Thanks for the detailed post.
CPAs (Cross Planet Attacks) are timer based assaults launched by the AIs. Their strength is determined by either AIP or by time since start of game, whichever gives the CPA the greatest strength. Note: Core CPA Guardposts are determined solely by AIP. (Formula: 100 * Difficulty * AIP/50 (or 1, if 1 is greater) * (0.67 + (0.33 * # of Human Homeworlds)) ) Once released, they act similarly to Cross Planet Waves, in that they are simply released threat.
CPA strength determines the number of ships to be released as threat. This number is not cap modified, so if your AIs are running Laser Gatlings expect an easier time of it than if they're running Blade Spawners. This is highly unlikely to change barring some drastic events being documented.
The CPA will attempt to fill out the # of ships according to a series of rules:
The first rule is tech limitations for the wave.
At under Difficulty 7 the tech limit is maxxed at 2.
At 7 -> 7.8 the max tech limit is either 2, or the AIP tech level if it is larger.
At 8+, the max tech limit is 5. AIP doesn't matter.
Within these limits, it will now try to pull half the CPA population from the Strategic Reserve, as long as it doesn't drop the strategic reserve below 50%.
After getting these troops from the strategic reserve, it will then attempt to pull the rest of the CPA population from existing planets. The following process will be cycled through from Current AIP Tech level (or AI tech level, should they have an enforced level, such as a technologist) down through to 1, and then from +1 current level through to 5 if you're at 8+. Planets will only be considered if the humans are not in force on the planet (less than 1/3 the AI's military ships).
Examples:
Diff 6 and lower: If AIP is at tech level 3, it is maxxed at 2. So it will perform the planet search cycle for Tech II ships, then Tech I ships, then stop.
Diff 7 -> 7.8: If AIP is at tech level 3, it is maxxed at 3. So it will perform the planet search cycle for Tech III ships, then Tech II ships, then Tech I ships, then stop.
Diff 8+: If AIP is at tech level 3, it is uncapped. So it will perform the planet search cycle for Tech III ships, then Tech II ships, then Tech I ships, then Tech IV ships, then Tech V ships. Then stop.
Planet Search Cycle
Loop over all planets (until CPA is full or out of available units, see below). In all cases it is assumed that the AI is only releasing ships for the current tech level of the loop. Guardians, Starships, and Carriers are not considered available, nor are ships under permanent forcefields (Spire Shield Guardpost, Forcefield III, etc.)
- Free Barracks troops.
- Free Military ships that are either: Guarding something (Guardpost, Command Center, etc), Special Forces, or are using PlanetaryRoamer behavior (not used much).
- Repeat on next planet.
Should the CPA not fill out yet it will then pull the remaining units it needs (at the AI's tech level) from the strategic reserve to attempt to fill out the CPA. Should the Strategic Reserve 'bottom out' at 0%, then the CPA attacks shorthanded.
Strategic Reserve Ship Placement:
The 'warped in' strategic reserve ships do not require a warp gate to arrive on location, nor even a command center if you neutered a planet and left the barracks behind. For each planet/location that ships were released from, their percentage of the non-reserve ships (example below) that were released gets a corresponding percentage of the reserve ships.
For example, the AI has pulled it's 50% of ships from the reserve, and then found 5 planets with ships it can release to fill the CPA. Doing so, these planets each contribute 100% of the non-reserve ships, but only 50% of the full CPA when including the reserve. If we assume these planets contribute the following percentages of the non-reserve ships: 15%, 20%, 10%, 25%, 30%, then the reserve will insta-warp a corresponding portion of its ships to those planets in equal values. Any rounding errors or 'leftovers' from the reserve are simply dumped on the last planet.
After 30 minutes of acting like simple threat, these ships will join up with the threatfleet.