Stellaris

Stellaris

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AI-Player Exclusive Archaeology & Astral Rifts
   
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31 Oct, 2020 @ 4:05pm
13 May @ 2:23pm
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AI-Player Exclusive Archaeology & Astral Rifts

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
This mod does for Archaeology what Distant Stars did for Anomalies. Rather than have the AI get the same sites you do, the AI gets sites only visible to it, and can't see or excavate player sites (those with an active story).

Additionally, all random sites are generated within borders, beginning ten years after game start.

For AI, this happens with a small chance when it builds a starbase, or when territory changes hands. They give relatively meaningful rewards, but be aware they can slow down expansion if not used with my Unofficial Patch or other AI mod. The suppression timer is shared with vanilla, to give players the best chance at any mod-added sites.

For players, this happens on a randomized timer. You should see a new site pop up in your territory every ~4 years or so, but it is quite random. No more than one site will show in a given system, and never in an empire's home system.

Astral Rifts granting artifacts are also excluded from the AI.

Future Plans There are some pretty novel things you can do with archaeology, which I mean to take advantage of in the future. I also want to make some AI-only artifacts, particularly to give homicidals more of a fighting chance.

My Main Stellaris Mods
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These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
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These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
124 Comments
Ariphaos  [author] 13 May @ 2:26pm 
Rebalanced things a bit. I am probably going to make the AI code more closely mirror the player's code, as is it penalizes peace, but the AI doesn't know that.
arc361 13 May @ 2:09am 
TBH I think its just the game being very unstable.
Ariphaos  [author] 13 May @ 1:18am 
@arc361 that's the default_site_visible trigger. It is very ornery.

Going to be updating this after a bit more testing and balancing, given the problems people have reported with it.
arc361 12 May @ 12:37am 
using this in multiplayer. usually works pretty well, I have been getting alot of dsyncs and been checking the oos folder. For the most recent I did notice that

common/archaeological_site_types/ariphaos_archaeology_sites_ai.txt line: 32

Is in the error txt. with this error: Invalid context switch [planet] from AI Site Easy [archaeological_site]

this is repeated with other AI empires. I also see some distant stars errors so its not just this mod. I am trying to see if there is a way to find out which mods are causing dsyncs. I know it can be the games fault too
golem 18 Mar @ 11:10pm 
ai stopped expanding because it doesn't send scientific ships at all. It used to work fine. Had to delete it.
Multi(iple) Cults 2 Feb @ 4:16am 
Does this work still as of 3.14?
PAISLY 8 Jan @ 11:17am 
For me it also stopped working with 3.14. Havent got no science ship spam but AI empires still seem to be able to excavate my archeology sites.
Jack Jack Attack 1 Dec, 2024 @ 5:28pm 
This mod has stopped working for me in 3.14. Been getting the incessant spam of enemy science ships trying to snipe my sites during ceasfires.
Ariphaos  [author] 21 Nov, 2024 @ 10:31am 
@Paulicus it depends on how they get spawned, but there was no universal access trigger to modify that they would share, so those that end up getting spawned outside of your territory (via modded event, anomaly, initializer, etc.) aren't going to be addressed by this mod.

@Baekbok133 this mod does not touch origin sites, or in general anything that has max_sites over a hundred (e.g. the federation dig site).
Baekbok133 17 Nov, 2024 @ 8:03am 
What happens to archaeology & astral rifts spawned by AI's origin?
I don't want to change them.