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Pandora: First Contact...Now featuring good AI!

Oversized Screenshot Alert!!!
[Image: 36EF92058F71384287AEA4A6FC57903C8657E261]
(pictured: AI not winning. It fought back though, and sure didn't go down easy.)

Pandora: First Contact was released in 2013, and got an expansion, Eclipse of Nashira, in 2014. Just in time to be buried under the wave of hype surrounding Beyond Earth. It was similarly heavily inspired by Alpha Centauri, and it's not hard to see those fingerprints on its setting and backstory.

The game was released to mixed success, often being dismissed as a "shallow Civ5 copy", or another "look, I have hexagons TOO" strategy game. And in its initial release, it had numerous problems with balance and a weak AI.

But these have all been fixed. Recognizing the potential of the game (the underlying mechanics are totally solid), a german modder going by the name of 'AIL' decided he wanted to try his hand out at AI programming and was able to make sweet with the Devs and get access to the source code. He now had all the tools he needed to make the AI as smart as possible, and over the course of 2015, the AIL's AI slowly transitioned from the industry-standard incompetence to a lean, mean, killing machine. He taught it how to Fight, he taught it how to Grow, he taught it how to Harness the terrain, and He taught it how to win.

There's an interview with him here: http://explorminate.net/2016/02/08/monda...s-pandora/

A year ago, I wouldn't have recommended Pandora. It would have been a shallow experience where you can futz around aimlessly and still win. Without challenge, there can be no depth. The sad thing about Pandora's story is that its a game with hidden depth. On the surface it looks like a generic scifi civ-clone, and you could play it sort of casually and come out with a win. But that was only because the AI was bad. The core gameplay of Pandora is a solid and subtle system of resource management and economic growth. This is what attracted AIL to the project in the first place, seeing the untapped potential and an opportunity to test his AI-making skills. The AI is good now, and so to win you have to actually play the game, and that's where the fun begins.

At its core, the mechanics of Pandora are a series of simple but interlocking systems (as opposed to the complex and unrelated systems of Civ5). Population units in cities work the terrain to gather Food or Minerals, or work in the cities to make science or to convert minerals into production. Pretty simple, though you do have a two-level resource chain and the inherent dilemma of "do I focus on researching for the future or building things now?"

But there are some costs that go along with your people's work: Pollution and Housing. When your industry pollutes (and each job pollutes differently) beyond what your forests and purifiers can handle it will hurt your city's morale and penalize its production. Same too with housing: if your population grows beyond its bounds, though in general population is power, your city will suffer. You have to carefully balance your industrial growth with your population growth.

The catch is though that you're not actually in direct control of your growth. Population grows independent of food supply (neglecting starvation) and independent of space (so long as morale stays positive) and it flows and migrates from old crowded cities to new empty ones. Managing your population is like tending to a flock, sending it to greener pastures and dividing it so that it doesn't overgraze one area. Your cities can only hold a certain number of people before you have to convert productive terrain into costly maintenance structures which cut your efficiency.

You have to build more cities, but more cities don't give you more people, just more places to keep them, and when new are devoid of infrastructure and become liabilities where your people's potential is wasted without production bonuses, and a small army's worth of minerals must be funneled into them before they bloom into the mature flowers of long-term strength that you need. Pandora takes the age-old question in Civilization of whether to build Tall or Wide and forces you to walk a middle path, following a shifting crest of maximum efficiency as your flock swells.

Similarly the Combat follows a middle ground between "Stacks of Doom" and "Carpet of Doom". There is, rightfully, no limit on how many units can share a tile, but artillery deals splash damage and so a large stack is a vulnerability. You keep your units spread out in the field for safety, but your maneuverability isn't compromised by arbitrary restrictions and there is no limit to the amount of force you can bring to bear on one target. Artillery able to attack with impunity is powerful, but it isn't lethal, is vulnerable to counterattack, and most importantly: the AI has been instructed fully in its proper use and avoidance. This is not a game where you will be killing wave upon wave of suicidal fools until your opponents bleed themselves dry and crumble. The AI is capable of making calculated attacks of opportunity, and will pounce if you show weakness.

Overall the AI is good enough that new players complain that it cheats (it does not), the economic bonuses on higher difficulty levels had to be turned down, and Very Hard difficulty is nearly impossible to win.

I will undermine my point slightly by telling you that the screenshot at the top of this post is from the final victorious turn of a Very Hard game. However, I was playing that game for the purpose of getting the "I Survived Pandora and all I got was this Achievement" award, and neglected to tell AIL about a couple of exploits I was using until I had secured my advantage. Needless to say, these have been patched, some quirks in its Naval Maneuvers have been ironed out, and I don't think I would be able to win on Very-Hard difficulty a second time.

...Can you?
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Congratz AIL on his mad AI skillz! bow

actually, does the AI cheat or not is irrelevant. what matters is the experience inside the player's head.

has aircraft been nerfed?
the dull and repetitve tech tree changed?

afaik pop flows from lower morale cities to higher morale cities. their sizes do not matter.
also migration is mostly based on morale differential between cities. positive morale did give a small bonus to natural growth in a city, however the bonus/malus from migration is much larger.

unlike civ games, the "pop growth box" in Pandora: First Contact is capped (120 if I remember correctly). the capped thingy did create interesting dynamics beyond the middle game.
me on civfanatics.com
An ideal strategy game would tone down efficiency challenges, while promoting choices and conflicts
No gods or kings. Only Man.
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What changes as the difficulty level goes up?
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(March 8th, 2016, 22:22)NobleHelium Wrote: What changes as the difficulty level goes up?
It takes the standard approach of giving economic bonuses on higher difficulty level. The main thing is that the amount of bonus required for a challenge is vastly decreased, and the AI fights intelligently. It's not the sort of game where you give the AI massive bonuses and it creates huge armies that wander around aimlessly. In Pandora, moderate bonuses are enough to put the AI into a position where it thinks it beat you, and then proceeds to do so.

The AI had to be tamed for the lower difficulties though, because if a noob derped around too much they'd find themselves on everybody's "easy target" list. At 80% strength the AI will defeat the incompetent. At 110% strength it will challenge the skilled. At 125% strength (not actually sure of all of these numbers) it is nearly impossible to beat.

The important thing is that it never feels like it's cheating. It's not given massive piles of cash, doesn't create absurdly large armies, doesn't ignore entire sections of the rules. It just has more stuff. When you attack it, its reserves are a little bigger than you had anticipated. When it attacks you, you realize that your defense wasn't quite as good as it needed to be. When it researches tech, you think "I could have matched that if I had emphasized tech more". It's bonuses are moderate enough that it just feels like it specialized in each area.

If a new player, unsure of the mechanics, pacing, and tradeoffs, arrogantly assumes they can tackle the AI on medium...they will find that the AI knows how to play the game better than they do. When you become a veteran, you will notice that the AI doesn't quite play as well as you.

Basically the AI is like an "Average Player", not a "Cheating Dimwit". And for an AI for a complex strategy game...that's pretty good.
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(March 9th, 2016, 03:58)HansLemurson Wrote:
(March 8th, 2016, 22:22)NobleHelium Wrote: What changes as the difficulty level goes up?
It takes the standard approach of giving economic bonuses on higher difficulty level. The main thing is that the amount of bonus required for a challenge is vastly decreased, and the AI fights intelligently. It's not the sort of game where you give the AI massive bonuses and it creates huge armies that wander around aimlessly. In Pandora, moderate bonuses are enough to put the AI into a position where it thinks it beat you, and then proceeds to do so.

The AI had to be tamed for the lower difficulties though, because if a noob derped around too much they'd find themselves on everybody's "easy target" list. At 80% strength the AI will defeat the incompetent. At 110% strength it will challenge the skilled. At 125% strength (not actually sure of all of these numbers) it is nearly impossible to beat.

I'm mostly interested in what difficulty level has the "full" AI, all of its capabilities, independent of bonuses.
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(March 10th, 2016, 21:19)NobleHelium Wrote: I'm mostly interested in what difficulty level has the "full" AI, all of its capabilities, independent of bonuses.
At Medium Difficulty, the AI operates without restriction or bonus.

In the past, the AI operated by the same rules at all difficulty levels, but it was recently nerfed to be deliberately kinder to humans on Easy and Very Easy.
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A new beta patch is out for Pandora, featuring a slightly less vicious AI. http://steamcommunity.com/games/287580/a...2252835561

Fewer noobs will be eaten for breakfast now when they faff about on "Easy" difficulty level.
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So...given how many complaints there have been about the Civ6 AI quality, I thought it might be reasonable to draw attention back to this game.

*Ahem*
bump
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Dammit, would have picked this up in the sale if I had remembered about it. If you are kind of bad at strategy games (i.e. you are me) is it possible to play this without dying on every difficulty level?
Surprise! Turns out I'm a girl!
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(November 30th, 2016, 02:33)Dp101 Wrote: Dammit, would have picked this up in the sale if I had remembered about it. If you are kind of bad at strategy games (i.e. you are me) is it possible to play this without dying on every difficulty level?

Yes, you just have to follow one golden rule:  Never have the weakest military.
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