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Race for the Galaxy» Forums » General

Subject: A weakness or exploit I've found in Keldon's AI rss

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Pete Goch
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I've noticed that often, if your start world is New Sparta or Epsilon Eridani (i.e. you've got starting military) the AI will assume a settle on your part and try to leech it. Often calling a naked trade or even $/P. I've been able to explore/develop or even double explore for several turns slowly building up my military with little to no loss in ground to the AI as it keeps trying to leech a settle. When I finally have enough military to settle that high defense alien windfall I'll settle/trade. By then, though, the AI is so far behind and I've saved up lot's of premium cards from all that exploring that I can usually crush the AI pretty handily.

Anyone else noticing this?
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Pete Goch
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Here's an example of a recent game (and a pretty half assed one on my part):

Red starts with Old Earth.
Blue starts with Epsilon Eridani.


--- Round 1 begins ---
Red chooses Explore +1,+1/Consume-Trade.
Blue chooses Explore +1,+1/Develop.
Red draws 3 and keeps 2.
Blue draws 3 and keeps 2.
Blue develops Expedition Force.


--- Round 2 begins ---
Red chooses Explore +1,+1/Consume-Trade.
Blue chooses Explore +1,+1/Develop.
Red draws 3 and keeps 2.
Blue draws 4 and keeps 2.
Red pays 3.
Red develops Mining Conglomerate.
Blue pays 1.
Blue develops Space Marines.


--- Round 3 begins ---
Red chooses Consume-Trade/Produce.
Blue chooses Explore +5/Explore +1,+1.
Red draws 2 and keeps 1.
Blue draws 9 and keeps 2.


--- Round 4 begins ---
Red chooses Consume-Trade/Produce.
Blue chooses Explore +1,+1/Develop.
Red draws 2 and keeps 1.
Blue draws 4 and keeps 2.
Blue pays 3.
Blue develops Drop Ships.


--- Round 5 begins ---
Red chooses Consume-Trade/Produce.
Blue chooses Explore +5/Explore +1,+1.
Red draws 2 and keeps 1.
Blue draws 9 and keeps 2.


--- Round 6 begins ---
Red chooses Develop/Consume-Trade.
Blue chooses Explore +1,+1/Develop.
Red draws 2 and keeps 1.
Blue draws 4 and keeps 2.
Red develops Investment Credits.
Blue pays 3.
Blue develops Replicant Robots.


--- Round 7 begins ---
Red chooses Explore +1,+1/Consume-Trade.
Blue chooses Explore +5/Explore +1,+1.
Red draws 3 and keeps 2.
Blue draws 9 and keeps 2.


--- Round 8 begins ---
Red chooses Explore +1,+1/Produce.
Blue chooses Settle/Consume-Trade.
Red draws 3 and keeps 2.
Blue draws 3 and keeps 1.
Red pays 3 for Comet Zone.
Blue conquers Alien Robot Scout Ship.
Blue trades good from Alien Robot Scout Ship for 5.
Blue receives 5 cards for Consume phase.
Red produces on Comet Zone.
Red receives 3 cards for Produce phase.
Blue discards 3 at end of turn.


--- Round 9 begins ---
Red chooses Consume-Trade/Produce.
Blue chooses Explore +5/Settle.
Red draws 2 and keeps 1.
Blue draws 8 and keeps 1.
Red pays 4 for Deserted Alien Outpost.
Blue conquers Rebel Outpost.
Red trades good from Comet Zone for 5.
Red consumes good from Deserted Alien Outpost using Old Earth.
Red receives 5 cards and 1 VP for Consume phase.
Red produces on Comet Zone.
Red produces on Deserted Alien Outpost.
Red receives 3 cards for Produce phase.
Red discards 4 at end of turn.
Blue discards 1 at end of turn.


--- Round 10 begins ---
Red chooses Develop/Develop.
Blue chooses Settle/Consume-Trade.
Red pays 4.
Red develops Galactic Federation.
Blue pays 6.
Blue develops New Galactic Order.
Red pays 2.
Red develops Alien Tech Institute.
Blue conquers Lost Alien Warship.
Refreshing draw deck.
Red consumes good from Deserted Alien Outpost using Old Earth.
Red consumes good from Comet Zone using Old Earth.
Blue trades good from Lost Alien Warship for 5.
Red receives 2 VP for Consume phase.
Blue receives 5 cards for Consume phase.


--- Round 11 begins ---
Red chooses Explore +1,+1/Develop.
Blue chooses Explore +5/Settle.
Red draws 3 and keeps 2.
Blue draws 8 and keeps 1.
Red pays 2.
Red develops Galactic Survey: SETI.
Blue pays 6.
Blue develops Galactic Imperium.
Blue conquers Rebel Homeworld.


--- Round 12 begins ---
Red chooses Develop/Produce.
Blue chooses Explore +5/Explore +1,+1.
Red draws 4 and keeps 1.
Blue draws 9 and keeps 2.
Red develops Research Labs.
Red produces on Comet Zone.
Red produces on Deserted Alien Outpost.
Red receives 4 cards for Produce phase.


--- Round 13 begins ---
Red chooses Explore +1,+1/Develop.
Blue chooses Develop/Settle.
Red draws 5 and keeps 3.
Blue draws 3 and keeps 1.
Red pays 1.
Red develops Consumer Markets.
Blue pays 1.
Blue develops Mining Robots.
Red pays 5 for New Earth.
Blue conquers Rebel Underground.
Blue wins with 50.
 
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Matthew Tadyshak
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You can infinitely pick trade when the AI does that and nothing will happen.
 
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Pete Goch
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You know that hadn't even occurred to me to try!

Sounds like fun!

 
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Tiago Perretto
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Never notice this, maybe because I usually play 4p.

Regards,
 
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Pete Goch
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Yep, this is 2pA.
 
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Matthew Tadyshak
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tiagoVIP wrote:
Never notice this, maybe because I usually play 4p.

Regards,
I saw it in a 4p once, all 3 AIs and me did the trade gamble, and it wouldn't stop until I did something else.
 
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Lee Smith

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yeah, I won with one card once:


The AI's were crazy trying to naked trade.
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Alex Brown
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It is something I'd noticed before, and the AI can get trapped Trade/Producing forever too.

Still, even real players can sometimes gamble on naked trades over and over losing games in the process.
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mar hawkman
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A.I.= Artificial Idiot

whistle
 
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Pete Goch
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Oh, I dunno about that. I had been playing exclusively 2pa and now I've switched over to 3 and 4 player games against the AI.

It seems like I'm climbing up a new learning curve cry
 
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Matt N

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While this is not good play by the AI overall, it is actually quite handy to E+1/naked trade (or naked produce, one of my favored base set plays) as Old Earth against New Sparta. This play can be a great way for a good player to do well against a "multiplayer solitaire" type of player. Even if it whiffs (which might be the majority of the time), you then have a 6 card hand for the next turn, eliminating a lot of the disadvantage of Old Earth's slow start and giving you a chance ot settle normally.

Of course, a good or great player might start doing spiteful things like E+1/E+5, followed by dev/trade on the next turn. That's why mixing things up is good (which the AI apparently doesn't do) and why it's better to not be a "multiplayer solitaire" player.
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