The Real-Time Strategy AI
"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."
2. Authorities influencing the battle
3. AI Actions (Pre-Battle Planning)
If a computer player attends a battle, there are three primary effects:
A 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.
B Political considerations will be taken into account concerning
allied forces (on both sides) present at the battle.
C Some doctrinal issues such as NBC use authorization and other
rules of engagement, damage tolerance, and so forth can be changed
"on the spot".
Subordinate officers at any level will almost always comply with
their orders (short of having some personal defect or hidden agenda
that prevents this). However, under appropriate circumstances they
will act under their own initiative. How quickly and efficiently
they fulfill their duties is influenced by the ship crew's experience,
the Officer's ability rating, and how reasonable the orders are.
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, which can influence their actions in combat.
A 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.
B 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. 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
C 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.
D Captains: The AIs for individual space combat units will be referred
to as "Captains" since they primarily consist of ship captains.
Sometimes they'll get their orders from other Captains rather than
from Commanders, but this is not a significant enough distinction
to merit a fourth class of AI.
Among numerous other things, that battle's military objectives must
be defined. In general, these will be derived from the political
situation, the capabilities of the fleet, and the acceptable loss
level before disengagement is considered.
Primary objectives may be assault, besiege, raid, destroy or protect
planets.. and many more.
Each task force consists of Objective Ships, Escort Ships and Picket
Ships. The primary role of Picket Ships in the task force is the
early detection and evaluation and secondary the early engagement
of enemy threats. Escort Ships will move to place themselves between
Objective Ships and incoming threats; they'll protect the Objective
Ships with their lives if necessary. The Objective Ships are the
ships that are of an appropriate type to perfrom the task force's
objective. They'll remain protected until it is time to fulfill
their objective (like assaulting a planet).
There are various missions that can be assigned to task forces.
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. Another mission is Assault Target - the task
force will attack the selected target in accordance with its doctrinal
The task force can also be 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.
The Reconnaissance mission can take place along a series of waypoints
or at a specific location. If the task force is covert, it will
take all reasonable precautions to avoid detection by the enemy.
Additionally, 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.