But if the UFAI can’t parlay that takes out much of the fun, and much of the realism too.
Also, if Hard Mode has no FAI tech at all, then no one will research AI on Hard Mode and it will just devolve into a normal strategy game.
Edit: You know, this proposal could probably be easily implemented as a mod for an existing RTS or 4X game. For example, imagine a Civilization mod that added the “AI” tech that allowed you to build a “Boxed AI” structure in your cities. This quadruples the science and espionage production of your city, at the cost of a small chance of the entire city going rogue (the AI unboxing) every turn. This as you said creates a new faction with all the technologies researched and world domination as its goal…
You can also research “Friendly AI” tech that allows you to build a “Friendly AI” which is just like a rogue AI faction except that it is permanently allied to you and will obey your commands and instantly grants you all the tech you want.
Thanks!
But if the UFAI can’t parlay that takes out much of the fun, and much of the realism too.
Also, if Hard Mode has no FAI tech at all, then no one will research AI on Hard Mode and it will just devolve into a normal strategy game.
Edit: You know, this proposal could probably be easily implemented as a mod for an existing RTS or 4X game. For example, imagine a Civilization mod that added the “AI” tech that allowed you to build a “Boxed AI” structure in your cities. This quadruples the science and espionage production of your city, at the cost of a small chance of the entire city going rogue (the AI unboxing) every turn. This as you said creates a new faction with all the technologies researched and world domination as its goal… You can also research “Friendly AI” tech that allows you to build a “Friendly AI” which is just like a rogue AI faction except that it is permanently allied to you and will obey your commands and instantly grants you all the tech you want.
Hmm, that’s a good point. I’m just worried that people might view an additional player as much less of a threat than a superintelligent AI.
Hence the necessity of making tech tree advancement random, with player actions only providing modifiers.