Stellaris

Stellaris

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slightly smarter ai [3.14]
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29 Apr, 2024 @ 2:45am
7 Jan @ 9:05pm
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slightly smarter ai [3.14]

Description
Changes how AI plans its resources, manages its jobs, and decides what ships to build.
- Ai prioritises Minerals in the early game, incase its space mining is lacking
- Ai, especially militarist and genocidal, have a much higher focus of Alloys
- Ai will disable Clerks where they aren't needed, and Soldiers when they aren't needed
- Ai understands Holo-Theatres and employs Entertainers better
- Ai weights for ship type choices and section templates are redone, missile-preference empires will use cruisers and corvettes more than battleships (except in times of crisis, where it will absolutely prefer those)

- Ai will now properly force enforcers where crime events have occurred, to try and shut down criminals
- Ai is blocked from using Bio-Reactors due to the confusion to production it causes (it sees farmers: oh, food! it builds it: wait, i have food deficit now?)
- Ai will have its factory/foundry designations re-set if it nears or is in a deficit for either resource, preventing the ai from deadlocking its production
- Gestalt AIs will not use Habitat Hydroponics designation, as they would have no way of producing amenities
- AI will destroy some useless buildings every once in a while, such as hydroponics or commercial zones, where those jobs aren't giving any value.

Other change(s) this mod makes that aren't related to AI:
- adds clerk/soldier automation options to manage their jobs but not build new buildings
- the Destroyer Picket bow is now 4 PD slots, instead of 2 Small + 1 PD (where it lacks a slot due to small slot equivalence rule)
- Acceptance for Subjugation is reduced significantly

AI on Ensign difficulty can keep up with the player, instead of totally falling behind in early and mid game. If AI's brain turns off in Lategame, let me know

Game version v3.14+
Mod will remain at current version, do not use on 4.0
Place this mod above all others to allow overwrites

overwrites:
- foundry/factory colony types, habitat gestalt farming colony type
- hydroponics farm, commercial zone building, archaeostudies lab, bio reactor building
- colony automation exceptions, colony automation categories (all)
- economic plans (all)
- corvette, destroyer, cruiser, battleship section templates + ship sizes

COMPATCH:
for NSC3
135 Comments
Catalyst 23 May @ 8:08pm 
:steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad::steamsad:
Cheesemongle  [author] 23 May @ 7:21pm 
YEAH!!!!!!! BECAUSE 4.0 SUCKS!!!!!!!!!!!
Catalyst 23 May @ 9:46am 
mfw the greatest AI mod will never be updated again :steamsad:
Watchman 7 May @ 2:17am 
Oh. Sad but understandable

Some changes are okayish, but I have no idea why performance dropped. I mean, even logically, calculations related to pops are supposed to be much, MUCH easier now, heck, dev diaries were mentioning better performance, it all made sense

Yet in the end it is somehow worse than before. Hope it is a bug, because I already have a powerful CPU, it's ridicolous
Cheesemongle  [author] 6 May @ 9:27pm 
@Janlitschka Many of SSAI's changes were made because i knew exactly what problems were happening with the Ai in v3. v4.0 completely redid the entire economy system, so this mod's changes, even if "updated", would be completely irrelevant.

@DaniSSimo I don't know what that means.
Janlitschka 6 May @ 10:47am 
Would you update if 4.0 is up to what it promises - probably in a handful of weeks or months? Thank you for your time!
DaniSSimo 6 May @ 10:15am 
Could've just given us a false hope for what it's worth..
Cheesemongle  [author] 6 May @ 10:04am 
@Ariphaos take anything you want, with or without credit

@DaniSSimo New update did my head in. New UI is horrific, performance is awful for what was promised. Not gonna bother.
DaniSSimo 6 May @ 9:31am 
Why?
Ariphaos 6 May @ 8:30am 
Hey, do you mind if I apply some od this to my patch? With credit, of course.