The following are what I hope to include for the next update. For anyone playing it already who finds the game too easy, fear not! Complexity is inbound! One of my main goals with this project is to create a very good AI opponent, who can surprise the player without cheating against them. The next update will be a big step in that direction. Without further ado, here is the plan:
AI Updates:
* Make sure the AI players aren't viewing non-spacefaring systems as threats. That's
probably holding them back.
* Maybe buff the amount of ships the AI Empires get at the start, but also give them
a cool-down which prevents them from attacking the player for the first 10-ish turns.
That would give them a buff without the player feeling cheated. They will get no more
than the player either way, who currently gets 3+ times as many to start.
* Joint Attacks: There is no reason not to have the AI consider the strength of multiple
worlds in an attack. Especially given that they can't bank reenforcements like the player,
this is the only real way to make them compete on the offensive. It will also prevent
the exploit of tying up forces that outnumber you in aggregate but are spread thin across
multiple nearby systems.
* During fleet shuffling, have the AI look for nearby worlds that are under threat from
incoming fleets, and prioritize those worlds for destinations.
^ Some of these require making the AI logic a little higher level. It is going to have to
make decisions by empire faction for most things instead of by planet, using a big picture
approach. Which will be intensive, but will allow for not only the above but also the following:
* Strategic objectives. The AI can have "objectives" it will be trying to meet from turn to turn,
allowing for deliberate conquests of parts of the map based on the situation, just like the player.
* AI personalities. Each faction, when spawned, can have a personality. Based on this, they will
prefer different objectives at different times, and approach them differently.
* Diplomacy. The AI Factions can remember who attacked them, and who attacked who attacked them,
and fuzz their logic probabilistically based on that (ideally in a way that can't be easily gamed;
for example, a flat point system would be easily gamed and exploited). Prior to the implementation
of any obvious diplomacy mechanic for the player, they can "make friends and enemies" organically,
just by behaving like an enemy or friend. I can add a more obvious layer down the road.
Non-FTL Promotions:
* At some point in the late game (perhaps when all pirates are destroyed? perhaps randomly based on ship strength?) allow for some worlds to promote to Pirate systems.
* Additionally, some could promote to AI Empires (certainly when there are less than 6 active, but the exact threshold I'll have to think about).
Off-Map Threats:
* Pirate raids... no reason small pirate raids can't come from off-map. Nothing huge, but
enough for the player to not feel safe leaving 1 ship on all worlds.
* An end-game boss or two. The Empire returns in force with a big fleet. Aliens invade.
All the unaligned worlds form a new empire. Something like that. Maybe all of them.
Will think about it.
Stats, baby!
* Track a bunch of arbitrary stats and display them at the end-game, and perhaps
also when a key or button is pressed.