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Real Time Strategy AI
Pre-release
Data Dump - Quicksilver
Strategy
AI Overview
The real time strategy AI is not actually a single AI, but rather
consists of myriad AIs. These AIs represent the fleet commander
(an Admiral), task force commanders (Commodores), ship Captains
(including orbital fortresses), commanders of other battle-worthy
units (such as ground-based defenses), fighter pilots, and even
the (simulated) AI in a torpedo or missile.
Above
all of these there may or may not be a political leader.
That is, the planetary Viceroy, system Administrator, sector Governor,
or even the "Big Leader" himself (whether he's there as his own
idea or the player spent an IFP to interject himself onto the battle
"through him").
If
a computer player does attend a battle in this manner, there
are three primary effects:
- The Ability
Rating (and military bonuses and penalties) for that civilization's
Big Leader are calculated into all leader-based decisions in that
battle. This affects both the quality of the decisions made and
how seriously subordinates will take them. This may or may
not be an advantage.
- Political
considerations will be taken into account concerning allied
forces (on both sides) present at the battle.
- Some doctrinal
issues such as NBC use authorization and other rules of engagement,
damage tolerance, and so forth can be changed "on the spot."
Regardless
of whether there is a political leader at the battle, a battle doctrine
is established prior to its commencement. This includes assigning
categories and missions to each task force and making decisions
about doctrinal issues (mentioned above). Note that doctrinal
issue decisions can be made at various times throughout the game.
Subordinate
officers at any level will almost always comply with their orders
(short of having some personal defect or hidden agenda that prevents
this) and "do the right thing" in battle. In general, this means
that they follow orders, but under appropriate circumstances it
may mean acting under their own initiative.However, how quickly
and efficiently they fulfill their duties is influenced by the
ship crew's experience (if applicable), the Officer's ability rating,
and how reasonable the orders are (e.g., a ship ordered to fire
upon an enemy it can not damage will probably look for another target
first). Officers can also be influenced by their personal agenda
(which might include such factors as survival or the desire for
revenge) which can influence their battle performance.
All
Leaders have a "style" of leadership on a seven-scale from Bold
to Cautious (see below). Naturally, this can influence their actions
in combat.
- Bold
- Daring
- Provocative
- Balanced
- Deliberate
- Conservative
- Cautious
- Levels
of AI Authority
There
are four levels of AI authority that can have an influence on any
battle:
- Political
Authority: A network of political leaders, stretching from
the human or computer player (at the top) to the lowliest functionaries
runs the empire. These AIs collectively establish the policies
and goals that might lead to battle in the first place. In addition,
there may or may not be a political leader present at the scene
of the battle who is actually interjecting their command authority
there. If there is, that individual will have the authority to
overrule the decisions of the Fleet Admiral.
- Fleet
Admirals: There is one Fleet Admiral in each sector
the player controls. That Leader is responsible for overseeing
all battles that occur within their sector and neighboring areas
where that civilization has yet to establish a sector Seat of
Government (Army Marshals and sector Governors have the same
geographic boundaries for their respective areas of command authority).
During real-time combat, the Fleet Admiral must coordinate the
task forces at a battle in such a way that they are best able
to fulfill that battle's objectives using methodology appropriate
to the fleet doctrine.
- Task Force
Commodores: Task Force Commodores are responsible for control
and coordination between the individual ships within their task
force so that they can best fulfill that task force's mission.
- Captains:
The AIs for individual space combat units will be referred to
as "Captains" since they primarily consist of ship captains. Technically,
some "Captains" (missile AIs and fighter pilots, for instance)
will get their orders from other Captains rather than from Commanders
(i.e., the Fleet Admiral or their Task Force Commodore), but this
is not a significant enough distinction to merit a fourth class
of AI.
- AI Actions
Pre-Battle
Planning
Among
numerous other things, that battle's military objective(s) must
be defined. In general, these will be derived from (a) the political
situation, (b) the capabilities of the fleet, and (c) the "damage
tolerance" (defined below). Possible primary objectives include
the following (the secondary objective is always assumed to be maximum
damage to the enemy's fighting forces):
- <assault
/ reinforce / besiege / barrage / raid / destroy / protect>
planet
- <capture
/ destroy / protect> <task force type / troop ships / jump
ships / ships / planetary defenses / forces>
- bypass enemy
forces and maneuver off the appropriate edge of the battle area
The
"damage tolerance" for a battle is the "acceptable loss level"
before disengagement is considered. It indicates how hard the
commanders should "press" battle before retreating and is generally
an indication of the strategic importance of the battle. Note
that the Admiral may elect to retreat (or to order a task force
to retreat) for reasons other than having exceeded the fleet's
damage tolerance (for instance, if the mission is not possible
with the available forces).
- The Task
Force Formation
Each
task force consists of a core at its center and two rings (an
inner ring and an outer ring based on their proximity to the
core). The "objective ships" (i.e., those ships specifically
designed/best able to fulfill the specific objective(s) for
that task force) and "close escorts" are located within the
core. The inner ring consists of the remaining escorts. The
outer ring contains the picket ships. Generally, in the absence
of other orders, the ships in each ring will act as follows:
Objective
Ships
These
are the ships that are of an appropriate type to perform the
task force's objective(s). For example, in an Assault task
force these would be the transports; in a Space Superiority
task forcethese would be the main attack ships. They will
remain, protected at the heart of the core, until it is time
to fulfill their objective(s), at which point they will do so
in an appropriate manner.
Close
Escort Ships
Escort
ships placed in the core are, by definition, "close escort ships."
These ships are placed in the core but are not of an appropriate
type to perform the task force's objective(s). In other words,
they don't quality as "objective ships." They protect the core
ships (with their lives if necessary). Sometimes an escort or
picket ship that has been badly damaged will move to the core
and function as a close escort.
Escort
Ships
These
ships form the first ring around the core. They do not
remain spread out along the full circumference of their ring.
Instead, their primary role in a task force is to move to place
themselves between the core and incoming threats. If there is
only one direction for incoming threats, all of the escort ships
will "face it" (that is, move in such a way that they place
themselves along their ring between their core ships and the
threat vector). If there is a flanking threat, some escorts
will screen each threatened side of the formation (in effect,
stretching and weakening the task force's defenses). When the
core is adequately screened, the task force's Commodore will
often assign some of the escorts to perform a secondary role
(such as firing "for effect" upon the enemy's escorts in an
effort to destroy them).
Picket
Ships
These
are the eyes and ears of the task force. They form the outermost
ring and do spread themselves evenly around the task
force to maintain 360 degrees of secure vigilance. Their primary
role in the task force is the early detection and evaluation
of enemy threats. Their secondary role is the early engagement
of incoming threats. Any systems not applied toward one of these
two roles may, of course, be used on targets of opportunity.
- Task Force
Missions
The
Fleet Admiral (or political authority) will assign a mission to
each task force at the beginning of combat, updating it periodically
as events there unfold. The following are the various missions that
can be assigned to a task force:
Defend
Position: A position in space is selected. When reached, the
task force ceases movement there and goes on the defensive (i.e.,
"forms square," "circles the wagons," or however else you want
to put it).
Defend
Position is the default mission for planetary task forces (i.e.,
orbital and planetary defenses), and task forces that are taking
heavy casualties may switch to this mission while waiting for
help to arrive.
Escort
Task Force: Each task force can have one (possibly two) other
task forces assigned to escort it. Escorts will stay within proximity
of the task force they are escorting and will engage the escorted
task force's greatest threat. Generally, the escorting task forces
will be Space Superiority task forces and the task force being
escorted will be an Objective task force of some sort (but that
may not always be the case).
Assault
Target: The task force is assigned a single task force or
planet as a target. It will attack that target in accordance with
its doctrinal capabilities.
Maneuver:
The task force is assigned a series of waypoints along which it
should move and it will move to each intermediate point in succession.
Its actions upon spotting an enemy force depend on its specific
orders. If it has been ordered to conduct a movement in force,
it will engage to destroy any weaker or similarly powerful enemies
encountered, and avoid the rest. If it has been ordered to relocate,
it will move in such a way as to avoid enemy forces. In either
case, if it is engaged by an enemy force it can not outrun it
will defend itself. The point to which a task force is ordered
to maneuver may be off the map, indicating that it should retreat
from combat.
Reconnaissance:
This mission can take place along a series of waypoints or at
a specific location. If the Reconnaissance task force is covert
(it has been ordered to conduct "passive searching"), it will
take all reasonable precautions to avoid detection by the enemy.
If it is overt, it will evaluate spotted enemy task forces, engage
those that it feels it can safely overcome, and attempt to maintain
a safe distance rest. When maintaining a safe distance it will
endeavor to keep the enemy task force spotted, but will retreat
back toward the rest of its fleet as necessary.
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