Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
v1.1 testing
Published on March 23, 2006 By Draginol In GalCiv Journals

This is full test-game #2 using the v1.1 computer AI.  A lot of changes have been made that will affect game play. The purpose of this journal entry is to determine what works and doesn't work and what areas still need to be improved.

You WILL see bugs in this as it's our internal beta.

Things that have been changed in the computer AI and game:

  • I am making use of the "No Tech Trade" option to see how well the new computer AIs deal with that.
  • The computer AI is much more sophisticated than previously about researching technologies. But that sophistication comes possible "bugs".
  • The computer AI is much more sophisticated on ship design with regards to deciding whether to put speed or range on its ships.
  • The computer AI is much better at building up its planets.
  • Because social production is funneled to military projects rather than wasted, the AI has to cope with that new reality.
  • Logistics have been changed such that the advantage of larger ships is lessened.
  • The AI now knows how to upgrade its ships
  • The AI focuses more on fewer but better ships.
  • The AI will build defenders that have no weapons to act as an obstacle to early game "rushes"
  • The AI has been updated to deal with the new economic system (cleaner, more straight forward).
  • The AI builds starbases much more intelligently. MUCH MUCH.
  • The AI (in theory) will go after resource starbases (we'll see).
  • The AI will patrol their planets rather than having their fleets be all in one spot.

So here's my game setup.  A large galaxy, uncommon everything. Playing against the Drengin, Humans, Torians, and Altarians.

The galaxy was set up like this.  I was playing again as the Dominion.  The Dominion with the Stardock logo was in a very good starting position.  The Terrans were in the middle.  How the galaxy would proceed would be interesting.

All computer players set to intelligent (tough) which means they're playing at the same level as I am.  I will take advantage of my knowledge of the AI and immediately raise my taxes so I can outspend them right away.

First thing I'm going to do is build a faster colony ship:

Using the new ship design features, I rotate some of my  new parts around in interesting ways. In the options menu, I can control how much I can rotate things (i.e. free form all the way up to 90 degree intervals).

I then send my ships out. One of the new features in 1.1 is that I can see the destinations of selected ships as animated lines:

Meanwhile, population growth being one of the things that's been changed in 1.1 requires me to worry more about my approval rating. Population doesn't grow nearly as fast anymore so the goal now is to make sure you keep them happy to make them repopulate faster and don't colonize too fast or else you'll end up with a crippled economy. So colony rushing will have to be considered carefully. I tried the standard colony rush last night and ruined myself because it took me too long to repopulate my planets and by then the AI had had plenty of time to build up and do bad things to me.

I was also sending out constructors around to look for things.  Now on Constructors you can see what area they will affect when they become starbases.

It's the economy, human!

By the start of 2227, the Altarians and myself have expanded our borders considerably.  It's a dead-heat in terms of economics though the humans amazingly have a slight edge.  They have a particular edge in research which is very worrisome.

It was time to adjust my spending to be more research oriented:

The updated domestic policy screen displays how many resources I'm getting from bonuses. What's nice about bonus production is that I only pay for half.  So here I'm getting 11bc worth of bonus production that I'm paying for but there's another 11bc that's off the books.

Let's look at Haven for instance:

I'm doing 46 units of research. 

Let's look at my summary screen:

There's a bug next to one of the Xeno labs. 1.1 will now display how much extra production you get from a special tile. So my research capacity is really 38 + 21 = 59.

My spend rate is 100%.  That is, I'm putting all my people to work. And 60% of my work force (from the previous domestic policy screenshot) are doing research.  So 60% of 59 is 35 research.  But I'm doing 46 research.  So how did that happen? Why am I doing 46 research even though I'm only using 60% of my research capacity?

Well that's where my research ability comes in -- I picked that at the start.  The Dominion gets a 30% Research Ability.

So that base 35 research then gets multiplied by 1.3.  That takes me to 45 research.  10 bonus research. 5 of that is free and the other 5 I have to pay for. 

But I'm doing 46. Where's that last one coming from?

On details I can see that my starbase is add +3 (and that's not clear enough so changing it to say Production/Research) as Starbases in 1.1 do both research and production bonuses.

If this confuses you, don't worry about it. First, we're going to try to add some tool tips that will actually explain what I just explained when you mouse over that number in the colony management screen. And secondly, it's just to let you know that the numbers now cleanly make sense. Those abilities you get at the beginning for social, military, and research production are taken into account at face value.

It's the military's time to shine

Using the new rotational features (the 3 dials) I rotated the wings so that they're arced up.  The 3 little buttons next to the space display are not hooked up yet but will let you toggle what components are displayed.

The Terran Alliance would be the first target. I wasn't about to let them just sit there and research doom weapons while I messed around.

The real question is, are the Terrans inviting quick defeat? They're way too defenseless compared to others. I'm the brown civilization (The Dominion) and if I have a bigger military then that's sad because I just have a few fire hawks.

Let's take a look at the source code:

The Terran Alliance AI module (pet peeve: When someone says "The AI in this game suxors" or whatever it means they've not played the game very much in all likelyhood. There is no single AI in the game. Each civilization has its own AI module which has its own C++ code. The Terran Alliance code here looks very different from the Drengin's. It's not just a bunch of different values.).

Anywho... The ulMyMilitaryRating = 48 means that its Military Quotient is only 48. 100 is average.  It's basically worthless at anything less than 75 (think of a real IQ test, 100 is normal, anything less than 75 is "special".  The Terran Alliance is basically drooling).  So I'm going to tweak this so that they don't let themselves become such an obvious target.

The Terrans are staying out of war thanks to their high diplomacy which gives them +1 right now in relations and they're getting +3 from their trade (I know that because I looked in the debugger because I wanted to know why they aren't being squashed -- bug or by design?).  They're also pretty far away from other civilizations and it's only 2228.

Dominion Options

For the past year, my civilization's been experience an economic boom. So has everyone else.  And so I have tons of money. But then again, so does everyone else.  I'm using this money to build up my infrastructure as fast as I can.

The Terrans clearly had some ideas on what their strategy was. Look at that, 4 economic starbases in their home sector.  All producing extra production for Earth and Mars and all heavily defended. The Terrans (And other AI) had gotten much better about building starbases.

So my strategy is to build up a military starbase and take out the Terrans quickly.

My high influence has impressed the Drengin.  Military isn't the only way to win after all.

Once I remove the pesky humans, I will use my vast culture to take the rest of the galaxy. Whoahaha!

I've been building up as well incidentally.

My two star bases are parked right next to each other. Oh, how is that? Because under 1.1 the humans and the AI live in harmony under the same rules -- 4 starbases (of your race) per sector placed where ever you want.

The Vigilant class ships have come on-line.  They will spearhead my Terran assault.  Stupid Earth humans.

It was about time for them to die now.  The key to a good surprise attack is..well surprise. This sort of thing only works on maps where a side only has a couple of planets tied together. People who "Beat" the AI tend to play on maps where each side maybe has 1 or 2 planets.  It makes it a lot easier to do a sneak attack like this.

I almost feel sorry for the Earth humans.  They like me. 

It's also time to take the path to the darkside.

And so I prepare for attack...

And yet they're oblivious.  Time to look at the code again..

Using new APIs since 1.0X, I can now look at ships relative distance away in terms of striking distance, galaxy size, and how far away they are from their homes relative to me.

Time to put in some changes...

(reload)

Better. But too late for this game.

Let the dogs of war run!

Higher logistics values in 1.1 means bigger fighter battles! W00t! The Terrans have no chance. Not even one ship lost.

My one medium ship towers over the others.

Meanwhile, the Altarians are not amused by my influencer bases. Sure, maybe, maybe I'm doing something deliberately, but no court could prove that right? Isn't it cute though? The Altarians are building their own influencer starbases to try to counter mine.

With the Terrans crushed, there's no much left to do except...

Accept their surrender.

With that, it's now time to culturally dominate the galaxy.

The United Planets has put a major damper on me though...

My cultural domination strategy involves putting a lot of modules on starbases.  I may have to leave the United Planets.

The Torians and the isolated Altarian world would be the first victims of my cultural conquest.  To effectively do this without going nuts, I put some rally points for my constructors to go to as they're built:

The economic boom continues into year 4.  Fantastic.

Culture of Dominion

The economic boom that's lasted 4 years has finally come to an end.  Now I'm in deficit spending. But with 20,500bc in the treasury, I can go quite awhile with my deficit spending.

The key for an influence victory is going down the cultural domination path on the tech tree.  The technology tree of Galactic Civilizations II isn't supposed to be like the traditional technology tree. It's more of a technology toolbox. It's supposed to be "big" because there's a lot of options, a lot of paths to take.

Part of the victory strategy here also involves trade. I need trade to keep them happy with me even as I assimilate them into my culture. The aliens are perfectly aware of what's happening. They are very sensitive to cultural conquest strategies (they're very easy to spot). However, they are also designed to play as a civilization and not as a strategy gamer -- like in the real world, you can culturally assimilate a culture if you are making the population happy and wealthy enough through trade.  Something to think about next time you're having that McDonalds hamburger while drinking a Code, wearing blue jeans and a T-shirt of some pop culture icon/product/company as you walk with your Nike shoes.

Seriously though, this is one of those "single player" advantages I'd say. In a multiplayer game, this sort of thing would never work because a human player would immediately go to war and you could simply never have a cultural domination path that involves these starbases unless you had immense military power to back it up.

Like I said, the AI isn't stupid, it knows what I'm doing. It's a question of whether I'm going to have enough money in trade to bribe them from doing something. The higher the difficulty, the more $$$ I have to have.  The Torians monitor my progress carefully.

One of the big changes in 1.1 for Influence strategies is that you no longer have to all the way up the line with the piddly influence modules. If you get Cultural Domination, you can start with the big modules right away now which makes it a lot cheaper to do this strategy and a lot less tedious.

Too easy? We'll probably be tweaking these values. But with 4 modules I got 180% cultural bonus.

But like I said, the other civs are sensitive to this.

The Altarian War

This would be more of a challenge than the Terrans were. But I have the advantage, I have both my planets and the Terran's 3 planets.  Our militaries are pretty similar.

The Altarians were removing my cultural influence the really old fashioned way.

Quality vs. Quantity. Except...except...the Altarians were the ones with the quality now. Oh that's right, people on the forums complained that the AI wasn't good enough. So they now focus on making better quality ships. Nasty. Tough. Evil. Ships.

Wish I was running at higher resolution for this, everything seems so tiny at 1024x768.

As Joseph Stalin said, quantity has a quality of its own.  Those 3 Altarian fighters might be great. But I've got 9 of mine and that's enough to end that conversation.

It's a tough war though. Lots of battles, lots of damage to both sides. The AI being better at targeting starbases and such is more effective than I'd like. I really rely on starbases like most other experienced players.

My big concern is protecting my morale resource mining starbase:

3 Altarian fleets have cleared out my defenses and are heading to it. It's providing a 20% bonus to my morale which lets me keep a very high tax rate.

Unfortunately, I lose it and my morale jumps way down.  What's ironic is that the Altarians have, in my opinion, the weakest of the AI modules. They've done decently here but I can see some of their weaknesses coming up that I'm correcting as I play.  The main one being that the Altarians don't worry about logistics very much which is hampering their style.

And so what I couldn't get by influence I take by force.

Not escaping notice is a Drengin scout ship that is monitoring things and keeping an eye out to see if those resources that were..liberated in battle are still ripe for constructors.

They also have built a little starbase out there. Some people on the forums have said "Why do they do that? That's stupid?" Because the AI doesn't cheat, it has to build starbases just like the player to extend its range. It wants those galactic resources, therefore it needs to plant a starbase at the edge of its range to make it so that it can get constructors to those resources.  If there are any AI developers reading this, they can tell you that it's non-trivial to write something that plans several moves ahead -- formulates a strategy. Especially in a game where the turn button goes by in less than a second. There's no "please wait" dialog.  But yea, that's why you see starbases on their own. The AI is trying to expand its range.

But the Drengin now have other problems.

And the Altarians want peace..

No.

Well, okay, since I've finished cleaning the area of your starbases, but it's gonna cost you.

I'm doing pretty good at this point. I'm definitely going to win and the AI has learned a lot of new tricks and I've added a bunch of new ones from this game.  If the Altarians had had better logistics, they would have been a real force to reckon with.  If the Terrans had not let themselves be so obviously vulnerable and then blind to my attack, they would have done a lot better too.

And there's a lot of other ideas that I can add in the future as time permits.

Cultural Inevitability.

The Drengin surprisingly have defeated the Torians. Well, that's not really that surprising, the Drengin have the best AI module right now in this cirumcstance. But still very surprising that they made up the difference.

But my culture has spread far and wide at this point. And there's nothing anyone can do about it.

The Drengin have the military power to put up a fight. And if the Drengin and the Altarians teamed up, they could probably defeat me. But they won't and I'll tell you why: The Dominion is evil. The Drengin are evil.  The Altarians are good.

This is where playing against the computer can be more fun.  The Drengin don't care if I win culturally.  The Altarians care a lot. In the report screen the Drengin don't have my influence as a negative. The Altarians do.

I do design a couple of new ships. I'm somewhat disappointed with the Drengin designs though.

Something I'll have to work on tonight is make the Drengin and other players focus more on what technologies they need rather than scatter shot it.  The other issue is they haven't focused enough on logistics. Logistics matter.  If you can't build large fleets whether they be fighters or large ships, you're going to have problems.  You can get away with lower logistics if you have big hulls since bigger ships will take out a lot of smaller ships, but the AI is not aggressive enough in this area.

I have a pretty lethal fighter now too. The F-20 Sky Shark:

I used the new ship designer tools to turn around those wings. They look pretty cool I think. My large ship, the Orion, is also quite lethal.

My fighter uses 2 logistics points and does 10 attack and has 6 hit points.  My capital ship uses 6 logistics and has 30 attack, 6 defense and 28hp.  Even though it has 3 times the logistics cost, it does 3 times the attack, has defense, and over 4 times as many hit points. 

The Altarians have been completely consumed by my culture and the galaxy is just about mine.

Influence victory!

So what happened? How did I win? Where did the AI go wrong?

  1. The Terran Alliance was too weak for too long. It allowed me to make a surgical attack that wiped them out.
  2. The Terran Alliance was oblivious to my build up until it was too late.
  3. The Altarians, who could have done something, were not researching logistics technologies enough
  4. The Altarians also didn't improve their ship sizes.
  5. The Drengin, might have been able to do something but got a bad start and by the time they got a better start, they were too far behind.
  6. The Drengin squandred research points on scatter gun researching.

These 6 items I've implemented.  I've also adjusted the logistics costs on ships so that large is 6, huge is 8. Logistics techs have gone up as well so we'll see bigger fleets all around.


Comments (Page 2)
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on Mar 23, 2006
indeed! fantastic to see the process!

another nice thing would be an icon for each planet on the planets list that shows if the planet has any empty tiles, in the same way that there is the shield showing that the planet is defended.

for example, in my current game, i just got some cool new improvements i want to build... so i go to the planets list, sort by social production, and than i either have to have a great memory, or go into every planet on the list looking for one with an open tile where i can build.

this is especially painful if the first planet with an empty tile is 2 or 3 scrolls down the list, as after i open the planet, see there are no open tiles, and close it, the planets list has closed and upon reopening has reset to the top of the list, and i must scroll down again and remember where in the list i was.

and this happens every time i get a cool new improvement i want to quickly build.

sure, beer helps dull the pain, but it does make remembering where i am in the list that much harder...
on Mar 23, 2006
Reyals: Then you could never have a cultural Victory. If they all gang up on you once you start cultural domination, you need lots of military to keep them away so you could as well go for conquest victory.

But i agree, the AI takes cultural domination too easy (for now). It should not counter it by any means necessary but it should be more upset.
(
One strange thing i notices in another game: I had close borders to the Arceans, they set up a cultural star base next to my planet. I was like "WTF ?!" and placed anotherone next to it to be able to keep my planet. My base was next to my planet, had only my planet in its influence but the Arceans started to hate me ("we know what you are doing ...").
But i didnt do anything - i defended myself, nothing more. Maybe this could be tweaked a little, too
Thats an example where a more militaristic response to cultural threads would have been fatal ... so making the AIs more agressive to cultural threads is a good idea, but only if they dont see countering their cultural offensive as a thread
)

btw is it normal that the AIs like building starbases in MY territory and that they like having fighters in MY space all the time ?! moving in my territory with military units should not be done that fast and i think it should be taken more serious (maybe some kind of open borders agreement like alliances, maybe even 2 step open borders (civil, all (incl military)) - and i like to have the communication ability to tell them to get rid of that XYZ starbase in my territory or to remove that fighter squad from my sectors
on Mar 23, 2006
All these photos with 3-4 starbases near a planet make me wonder about one thing.Up to now i believed starbases were fixed so you couldn't move them.In these photo i see 3-4 starbases one near the other which never happened to me; so can starbases move or in 1.1 starbases will not be fixed?It can appear stupid but these photos make me confusing
on Mar 23, 2006
The thing about the culture victories and the AI being soft to them is not so much that the AI should gang up on you when you are winning. For this game, at least, I think the AI that you are culture bombing into submission (or multiple AIs) should be really pissed off about it. Its way too easy to do a research/culture strategy and buy off the AI the whole time while you happily culturally assimilate his whole empire. The "I know what you are doing .." should be a bigger negative to diplomacy.

Maybe its just tailoring your strategy to your race, for example picking all reasearch/morale/diplomacy bonuses is pretty much custom fit to that strategy.

I dont get how people can say that you shouldnt have to build a military in a 4X game. You should have an adequate military to hold off attacks on your starbases and territory regardless. This is if you persue a culture or research victory. If you are going military obviously you will have to have a much much larger force. The point of the other victory types shouldnt be to eliminate military altogether, but to keep it defensive in nature and use culture or research as your offensive weapon. Power (in the form of military might) is clearly the key component of a sucessful empire because otherwise (assuming the other civs could recognize "I know what you are doing .." and devise an actually strategy against you other than writing you a nasty letter like they do now) .. you end up with some form of military attack on your strategy winning against your non-existant might.

Anyway .. what I would like to see is

1. The computer seeing "I know what you are doing ..." and applying a larger negative
2. The computer seeing "I know what you are doing ..." and actually doing something about it instead of telling me I hurt his feelings.
3. Applying some kind of counter to your tactic based on their civilization strengths (if possible).

What you see now is the human player being able to go all out in one area (say culture) and totally ignoring another (say military). The computer, on the other hand, has to do *some* balancing act to maintain all avenues. I dont know, it just makes sense to me from a logical stand point to say .. hey that star base in my territory is causing my colonies to rebel -> I dont like it when my colonies rebel -> I should do something about it -> the owner has left it undefended and I have a greater military strength -> Ill kill it and I dont care what kinds of sweetness they give me until that star base is down or they show me they can whoop me up.
on Mar 23, 2006
Not to mention the fact that you can't win a cultural victory if anyone is at war with you. Not a matter of having to fight them off, but the cultural victory is actually disabled whenever you're at war.

Funny thing is, in games where the AI does dogpile whoever is about to win, people complain about it. Not that I'm opposed to it, but it shouldn't be done blindly.
on Mar 23, 2006
It was about time for them to die now. The key to a good surprise attack is..well surprise. This sort of thing only works on maps where a side only has a couple of planets tied together. People who "Beat" the AI tend to play on maps where each side maybe has 1 or 2 planets. It makes it a lot easier to do a sneak attack like this.


This is not true. The "sneak attack" works well on bigger maps with lots of planets, too. When you can get your forces into position, and dictate the terms of engagement, and get the offensive advantage, it's a pretty huge effect. I.e., if I've got as many ships as you do, but I get to concentrate them so that I attack half of your fleets with 2:1 superiority in each place, then I'm going to suddenly gain a huge advantage. It's not quite that simple in GC2, because of logistics, but it's pretty close.
on Mar 23, 2006
What you see now is the human player being able to go all out in one area (say culture) and totally ignoring another (say military).


While I'll agree that a cultural victory does take a smaller military, if you've got none, you will get squashed like a bug even before you get to the hard game settings. With the way the AI tends to be selective about who it goes to war with, being the low man on the military power scale is often fatal, as you'll wind up in a multiple front war very fast. In most of my games, I start working on a military before the colonization phase is done, because if I'm bottom person when the colonization phase is done, I won't last long because I'm already in contact with several races, and I can count on sabre rattling from the miltaristic ones and often even from the less militaristic races. This is with Huge/Gigantic galaxies, 9 opponents, all intelligent.
on Mar 23, 2006
DaviddesJ, I have to disagree. The difference is, in the small map, you just took the race out in one turn. No chance for alliances to trigger, no chance for commerce raiding, no chance for someone to decide that they want to aid your victim. On a larger map, sure, you just cut them in half, and the rest is probably just cleanup, but there's the chance that one of the conditions above could happen and your "short victorious war" can become less shiny.

Frogboy didn't say it couldn't be done, he just said that it was a lot easier. In that respect, he's right.
on Mar 23, 2006
Another treaty level above Alliance would be nice. In this closer Alliance, the other member's star bases and planets would extend your range. Maybe you would even be able to defend their planets by placing your combat ships in orbit. Here is an old thread where I first raised the point under my old name "Lord Darx". Link
on Mar 23, 2006
Don't you understand why Frogboy/Draginol called it a single player advantage and not a disadvantage??? If the AI wanted to just trump you, it could do it quickly. But the AI has to play like a civilization to make it fun for the player. If the AI was designed to just beat you silly, it would've just been programmed to build up a massive military and attack you and not give you any chance for the other type of victory. How would you counter a very militaristic AI when you're trying to win by cultural conquest?

If there was multiplayer, how many will really try to culturally conquer each other? There's no point in cultural conquest againts other players. That's like going to a gun fight armed with a knife.


I can't think of any strategy game where a non cheating AI (that is no enocomic or information advantage) that can beat me.
This game is so far no expection so why make it even weaker buy igonring your going for an obvious win?

Reyals: Then you could never have a cultural Victory. If they all gang up on you once you start cultural domination, you need lots of military to keep them away so you could as well go for conquest victory.


Then there is a problem with the cultural conquest. Fix that, don't break the AI as a work around.
on Mar 23, 2006
While I think that the AI work you're doing is phenomenal, I have to question a particular design decision :

"The AI will build defenders that have no weapons to act as an obstacle to early game "rushes"

What's the point? A weaponless defender can never win, and will delay an attacking fleet/ship for exactly one turn. That's it. In a real time strategy game, such a strategy is useful, since if the attacking ship takes 25 minutes to beat down your defender, you can keep building in the meantime. But in a turnbased game?

Even if I attack a defense 10 ship with an attack 1 ship, I will always win if the defender has no weapon. So why bother? The combat can take 5 seconds, or it can take 92 hours, but I'll still win, and I'll just hit the skip button on the battle. And it's just one turn that it saves, which isn't enough to do really anything.

I don't quite understand what the purpose of that strategy is...

Creston
on Mar 23, 2006
Frogboy didn't say it couldn't be done, he just said that it was a lot easier.


Sorry, but he said that it "only works" if the target only has a couple of planets. You seem to agree with me---the sneak attack usually/often is very effective against a target with many planets. Not always, but very often.

This is important because, without a territory control scheme like Civ4, the only way to defend against "sneak attacks" is for the AI to be much much more aggressive about "attack before being attacked". I'd like to see it get much more jumpy very quickly if your miltary is anywhere near it. If this makes it harder to go through a neighbor to attack others, so be it. In the current system, they would be foolish to trust you.
on Mar 23, 2006
So with the change to population growth, and the subsequent effect on Colony rushing....

Does that mean that the AI will no longer rush out to populate as many worlds as it can?


I think the biggest problem I see is that population is NOT tied into production in any way, which means the only consideration is the economy. Personally I think it would be more interesting if player/AI had to weigh up between more planets or more production... either focus on fewer planets and increase production by increasing population.... or try to gain as many planets as they can but all of them struggle to produce anything.

It would make the later game more interesting rather than having every single colonizable planet taken up as soon as is humanly possible.
on Mar 23, 2006
This is not true. The "sneak attack" works well on bigger maps with lots of planets, too. When you can get your forces into position, and dictate the terms of engagement, and get the offensive advantage, it's a pretty huge effect. I.e., if I've got as many ships as you do, but I get to concentrate them so that I attack half of your fleets with 2:1 superiority in each place, then I'm going to suddenly gain a huge advantage. It's not quite that simple in GC2, because of logistics, but it's pretty close.

I have to agree. I was trying it out last night. I didn't even need as many ships. Playing large map and intelligent A.I.s I could could get transports into striking range of all his planets without the A.I. doing anything. All you need to do is destroy a few defenders and send in the transports. Wars over in 1 turn. I never even had to fight his main fleet.


on Mar 24, 2006

"What's the point? A weaponless defender can never win, and will delay an attacking fleet/ship for exactly one turn. That's it. In a real time strategy game, such a strategy is useful, since if the attacking ship takes 25 minutes to beat down your defender, you can keep building in the meantime. But in a turnbased game?"

First think you slightly confused i think the dummy ships will have nothing on them just a empty tiny hull they will take up a turn of time to destroy . And probably a 4-5 turns to build while the ai research weapon tech after it expanded where it population econmy needs to recover.
And iff the ai smart it use that 1 or 2 turns to rush build a large ship to help defend. Or have other ships join the defense. Now of course the rush build may not work if the fleet attacking the planet is big enough, to take out the lone capable defender. Did it alot of times to the dread lords in the campign have a fleet of 4 5 small- med ships attack a planet knock it down and then just picked off the indvidual ships they built not let them form a fleet or anything. Until transports showed up or otherwise.

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