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	<title>TI Space Nations/AI - Revision history</title>
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	<updated>2026-10-12T21:19:53Z</updated>
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		<title>76561198239355112: Created page with &quot;&lt;!-- Wiki page: TI Space Nations/AI --&gt; &#039;&#039;This page is part of the TI Space Nations mod.&#039;&#039;  This page explains how AI factions use the features of TI Space Nations. In multiplayer all of this runs on the host. How the aliens react is described on Aliens {{icon|warning}} (spoilers).  == Colony director == &#039;&#039;Setting: AI declares colony nations and pursues whole worlds&#039;&#039;  Once a month every human AI faction picks a &#039;&#039;&#039;target world&#039;&#039;&#039;: * p...&quot;</title>
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		<updated>2026-10-12T17:05:32Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;!-- Wiki page: TI Space Nations/AI --&amp;gt; &amp;#039;&amp;#039;This page is part of the &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt; mod.&amp;#039;&amp;#039;  This page explains how AI factions use the features of &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations&quot; title=&quot;TI Space Nations&quot;&gt;TI Space Nations&lt;/a&gt;. In multiplayer all of this runs on the host. How the aliens react is described on &lt;a href=&quot;/Terra_Invicta/TI_Space_Nations/Aliens&quot; title=&quot;TI Space Nations/Aliens&quot;&gt;Aliens&lt;/a&gt; {{icon|warning}} (spoilers).  == Colony director == &amp;#039;&amp;#039;Setting: AI declares colony nations and pursues whole worlds&amp;#039;&amp;#039;  Once a month every human AI faction picks a &amp;#039;&amp;#039;&amp;#039;target world&amp;#039;&amp;#039;&amp;#039;: * p...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;!-- Wiki page: TI Space Nations/AI --&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;This page is part of the [[TI Space Nations]] mod.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This page explains how AI factions use the features of [[TI Space Nations]]. In multiplayer all of this runs on the host. How the aliens react is described on [[TI Space Nations/Aliens|Aliens]] {{icon|warning}} (spoilers).&lt;br /&gt;
&lt;br /&gt;
== Colony director ==&lt;br /&gt;
&amp;#039;&amp;#039;Setting: AI declares colony nations and pursues whole worlds&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Once a month every human AI faction picks a &amp;#039;&amp;#039;&amp;#039;target world&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
* preferably a colony world where it already has a base and is closest to owning it (own city +3, own hab +1, foreign hab −1, own nation +4; a world it already owns completely is skipped);&lt;br /&gt;
* otherwise a world it would like to have (+1 per free hab site, +4 if it already has a foothold in that planet&amp;#039;s system, −0.5 per AU of distance), if the vanilla colonization and safety checks allow it.&lt;br /&gt;
&lt;br /&gt;
It then:&lt;br /&gt;
* prospects the world and founds bases there (at most one such extra base goal at a time and never two on the same world, within the vanilla boost limits). Free hab sites on the target world are worth 3 × as much to it, sites on other worlds where it has a city 1.5 ×;&lt;br /&gt;
* every month upgrades &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; tier-3 base on the target world to a City Core (needs an active mine and 2 spare mission control);&lt;br /&gt;
* every month grows &amp;#039;&amp;#039;&amp;#039;one&amp;#039;&amp;#039;&amp;#039; city towards the crew threshold (Civilian Complex → Arcology, Administration Complex → Colonial Administration, then new Arcologies), spending at most half of any stockpile;&lt;br /&gt;
* declares a nation from every qualifying city of its own - same threshold and cost as a player;&lt;br /&gt;
* unifies its colony nations of one world, if it has the Planetary Union project;&lt;br /&gt;
* values foreign colony nations on its target world 2 × as mission targets.&lt;br /&gt;
The AI does not build Garrison Citadels or Hydroponic Megaplexes.&lt;br /&gt;
&lt;br /&gt;
== Fleet doctrine ==&lt;br /&gt;
&amp;#039;&amp;#039;Setting: AI defends its colony worlds and builds the largest ships&amp;#039;&amp;#039; (human AI factions only)&lt;br /&gt;
&lt;br /&gt;
=== Defending colony worlds ===&lt;br /&gt;
Each world gets a &amp;#039;&amp;#039;&amp;#039;defense weight&amp;#039;&amp;#039;&amp;#039; for an AI faction: +2 per own city, +3 per space nation there in which it holds control points, +2 for its target world, +1 per own hab. Without a colony stake the weight is 0, so Earth always stays vanilla.&lt;br /&gt;
&lt;br /&gt;
From weight &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; on:&lt;br /&gt;
* the AI sets up a &amp;#039;&amp;#039;Defend with Fleet&amp;#039;&amp;#039; goal for the world (importance 12 + weight, at most 15);&lt;br /&gt;
* it wants a stronger fleet there: × (1 + 0.15 × weight), at most × 1.5;&lt;br /&gt;
* it keeps 10 % of its ships on defense per such world, at most 30 % in total;&lt;br /&gt;
* its habs there get armed modules: weight ÷ 3, at least 1 and at most the hab tier.&lt;br /&gt;
&lt;br /&gt;
=== Largest ships ===&lt;br /&gt;
AI warship designs use the largest hull allowed, and ships in the build queue are replaced by the largest-hull design of the same role when the AI can afford it.&lt;br /&gt;
&lt;br /&gt;
=== Transport bait ===&lt;br /&gt;
AI fleets judge enemy fleets with 3 or more Troop Transport Bays by what they might carry:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! What the AI knows !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| known to carry an army and heading for a world the AI guards || 4 × target value; 75 % chance to redirect an attack to it (never to a stronger fleet than vanilla&amp;#039;s choice)&lt;br /&gt;
|-&lt;br /&gt;
| cargo unknown, but its transfer is heading for such a world || 1.8 × target value&lt;br /&gt;
|-&lt;br /&gt;
| cargo unknown, just parked || vanilla judgement&lt;br /&gt;
|-&lt;br /&gt;
| known to be empty, or heading elsewhere || 0.15 × target value; defenders never leave their post for it&lt;br /&gt;
|}&lt;br /&gt;
The AI only &amp;quot;knows&amp;quot; the cargo the way it knows councilor passengers in vanilla: for its own and allied fleets, or with ship-details intel.&lt;br /&gt;
&lt;br /&gt;
== AI troop lifts ==&lt;br /&gt;
AI factions ship their own colonial armies between worlds (part of the fleet doctrine setting):&lt;br /&gt;
* one plan per faction at a time, with a 12-month cooldown;&lt;br /&gt;
* only spare armies are moved; every nation keeps at least 2;&lt;br /&gt;
* preferred targets: undefended enemy provinces (only with Drop Pods) and own regions with enemy armies in them;&lt;br /&gt;
* the escort must be worth at least 2 × the transports; a stage that does not progress within 180 days is abandoned;&lt;br /&gt;
* same costs and times as for a player: 150 {{icon|boost}} + 100 {{icon|ops}}, 5 days to embark, 3 days to land;&lt;br /&gt;
* the AI only designs a transport once it has a cruiser hull and a strong drive (at least 100 kN per thruster and 8 km/s exhaust velocity).&lt;br /&gt;
&lt;br /&gt;
== Auto-resolve missile discipline ==&lt;br /&gt;
&amp;#039;&amp;#039;Setting: Auto-resolve: a vastly superior side does not empty its missile tubes&amp;#039;&amp;#039; - a fix for vanilla auto-resolve, for players and AI alike.&lt;br /&gt;
&lt;br /&gt;
In vanilla auto-resolve, a huge fleet can fire all its missiles at a handful of small targets. With this setting, a side that is at least &amp;#039;&amp;#039;&amp;#039;10 ×&amp;#039;&amp;#039;&amp;#039; stronger than its enemy (checked every 5 simulated seconds):&lt;br /&gt;
* fires no missiles at targets its guns can reach,&lt;br /&gt;
* keeps at most &amp;#039;&amp;#039;&amp;#039;2 missiles in flight&amp;#039;&amp;#039;&amp;#039; per target,&lt;br /&gt;
* keeps &amp;#039;&amp;#039;&amp;#039;half of every magazine&amp;#039;&amp;#039;&amp;#039; (rounded up).&lt;br /&gt;
Live tactical battles are not affected.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[TI Space Nations/Colony Nations]]&lt;br /&gt;
* [[TI Space Nations/Colonial Armies]]&lt;br /&gt;
* [[Space Combat]]&lt;br /&gt;
&lt;br /&gt;
{{TI Space Nations Navbox}}&lt;/div&gt;</summary>
		<author><name>76561198239355112</name></author>
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