I am finding more and more colonies that die from stupid spending, or "saving" for a path/priority that will take 100 years, or some other brain dead reason that I can not cipher.I played vs 4 random tonight, easy/norm/hard/unfair, after about 2 hours with no contact, I log out and find all have basically flat line economies.
Follow up: I turned recording back on and looked around. All 4 failed to place a single metal extractor. I am mystified at how they got enough starting funds to obtain the infrastructure and fleets I see sitting around, example 5 Military labs, 15 Cobalt, 1 colony frig, easy access to another desert, etc. I have to assume they self fragged the extractors and gave up. All were TEC, each was stranded on own star system (although I saw a co-located AI fail this morning).1.03 has AI giving up too easy IMO. Something is broken for sure.
I think I have found the issue. I made Tec capitol shipyard require Novalith, to investigate restricting Cap ships to endgame. It seems as if at least a couple of the AI builds have "get cap ship" firmly implanted as their highest starting priority, to the exclusion of even setting Extractors.
Devs, if this is actually the case, please consider changing this to allow a more natural progression of shipbuilding. I REALLY want cap ships to come after Cruisers, not before flak, range or siege frigatges... Early game REALLY plays better without caps IMO.
I am hoping I can place the Cap shipyard towards the end of the crew training line, it seems the most natural place for it. Hopefully this will not always result in dead AI colonies ???