Terra Invicta · published · build 22085164

Greetings Terrans! Today's medium-sized update to Terra Invicta includes an overhaul of the trade AI and a number of other bugfixes. Prior 1.0 saves will be compatible, although you may see the AI change its behavior pretty quickly in some cases. Here's how our AI dev described the changes to trade: "The goal is to make the AIs better at finding larger, more mutually beneficial trades, as well to generally improve and standardize the trade logic. I believe these changes improve their gameplay by allowing them to use each other as a resource to fill in gaps, as well as to make it harder for the player to take advantage of (exploit) them. "The big new idea is trade categories. Right now, that's resources, habs, orgs, projects, and treaties. Each category is scored separately when scoring a Trade Agreement. For example, factions subtract the scores of the orgs they are giving away from the orgs they are receiving. After each category is scored, they add up the net positives and the net negatives (also separately). Net negatives are scored 3x higher. This means that if you try to trade one category for the other, you have to large premium. This is not a big deal generally for AI-AI trades because they can trade in kind for the most part. But it makes it much more expensive for players to do asymmetric trades, taking advantage of the difficulty to compare something like orgs and habs. "When selecting items to trade, AIs now look at two key metrics - the overall size of the item, measured in terms of how high its score is, and the "efficiency" of the trade (efficiency being the more important metric). Efficiency is defined by the ratio of the Faction A's score for the item to Faction B's score. This efficiency based trading makes it more likely that both parties will give a positive evaluation of a Trade Agreement."