Stellaris

Stellaris

slightly smarter ai [3.14]
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.
Landlocked Viking 6 May @ 5:41am 
sad news :( thank you for what you did! the brief time we played with it with friends, we loved it!
Cheesemongle  [author] 5 May @ 8:35pm 
This mod will remain un-updated for version 3.14. I do not intend on updating it.
Watchman 5 May @ 3:12pm 
Wow. An actually working mod that improves AI, at this time! Impressive, will observe it

Any chance to adapt AI to use virtuality? I heard Paradox straight up banned it from using that Ascension, because they couldn't balance it out:SODeyeroll:
Falling5tar 5 May @ 2:00pm 
Are there plans to make this combatible with 4.0?
DaniSSimo 5 May @ 10:56am 
Does the mod need an update due to new dlc and pop rework?
Cheesemongle  [author] 5 Apr @ 10:46pm 
Yeah, something like that.
Le pp baguette De wewe 5 Apr @ 9:42pm 
Like the old ai mod but less gay
bodhi.agnew08 23 Mar @ 9:49am 
Sorry, I must have explained it weird, its not just smaller nations, it's just spread around randomly. I started a new game and it's a hive mind, a robot nation, a pacifist nation, and a militant xenophile nation. They all have varied land and pop. It's probably just a mod incompatibility at this point though so it's ok.
Cheesemongle  [author] 23 Mar @ 7:36am 
I'm having difficulty understanding the issue.. smaller nations tend to have weaker economies, so weaker research.
bodhi.agnew08 23 Mar @ 7:32am 
No, those were main fleets and the number of ships each added 1 military power. I'm thinking it is a problem with research because I'm like 100 years into the game and they still have nukes.
Cheesemongle  [author] 22 Mar @ 9:26pm 
Are they reinforcements?
bodhi.agnew08 22 Mar @ 3:41pm 
Is it normal for most empires to have fleets in the 1000s of mp, then have 2 or 3 with like 70 each total? early game btw with commodore dif. Both are hive minds, I dont have any other mods that mess with ship designs and fleets.
DespaciTom 21 Mar @ 7:33pm 
You came so in clutch man, THANKS
Now that you can call proper AI.
nikdonikde 14 Mar @ 9:40am 
Thanks a lot for the hard work, I'm looking forward to try it out.. :steamthumbsup:

Question to the crowd, subjectively how much the difficulty changed for you? Should I decrease from Admiral on my next run with this?
Cheesemongle  [author] 11 Mar @ 7:00pm 
in this house we love the science
KyberWolf 11 Mar @ 11:39am 
This mod is amazing, the ai is actually optimizing planets like a real player would. I sent a boarding party of 8k (overkill is the best kill in war) to an ocean world, and I looked at the slots. 1 is a robot fabricator, 1 is consumer goods building, the rest are fully upgraded research buildings... I've seen machine intelligences putting energy districts EVERYWHERE, and consequently, fielding huge navies relative to the ai without this mod. Difficulty 3 feels like 7 but fair. I have to play smart, or I WILL lose. VS diff 7 in vanilla which you can steamroll with almost any playstyle once you know how to build ships well.

HIGHLY recommend this mod
Kronosfobi 2 Mar @ 9:49am 
From my experience it specifically triggers on Real Space, during the battle on sentient crystal astreoids.

It can consistently kill the top 2 astreoids but specifically bugs out trying to fight the rest and no matter retreating or reloading the save, it doesnt fix the issue.
Only ships that could attack were Battleships with hangars but those slowly get dragged away by the rest of the navy out of fighter range.

Thank you for the response.
Cheesemongle  [author] 2 Mar @ 8:56am 
that's a vanilla bug, if i know what youre talking about. its based on one fleet being in the wrong place according to the combat manager. its not anything that can be changed with a mod
Kronosfobi 2 Mar @ 8:25am 
Just to make sure I have to ask this.
Does your AI affect fleet combat?
For I have started to encounter a problem while using Real Space that my ships start to circle around themselves against a certaint type of enemy and insist on not shooting said enemy.

Im trying to figure out if its a Real Space incompatibility issue with Grand Archive DLC, or a mod clash.
Keksimus 24 Feb @ 8:25pm 
After the StarNet mod was abandoned, playing Stellaris with the dumbest AI became "impossible." Now that I’ve found this mod, even though the AI isn't as brutal as in StarNet, playing Stellaris has become much more interesting — just like before!

Huge respect and gratitude to the author! :Hire:
Cheesemongle  [author] 9 Feb @ 4:45am 
Can be added in an already started game, yeah. No game-start stuff.
66% trustworthy 9 Feb @ 3:16am 
Can this be added to an already Started Game or will it break?
SInonChan 5 Feb @ 3:57pm 
I will be honest this is probably one of the best ai mods I've used and the only I will use. In the original game before I got this mod all the ai built was Anchorages now they building megastructures and ship yards. Overall great mod and keep up the great work
Cheesemongle  [author] 1 Feb @ 12:41am 
evolved already has its own stuff to help the ai. do not use both
Bachu 1 Feb @ 12:07am 
is there any chance that this mod would work well with stellaris evolved alpha? @Cheesemongle
月晓空 27 Jan @ 10:07pm 
Hello creator, can you improve AI's recruitment of leaders? I feel that AI basically only recruits one or two leaders and doesn't care, but there is still a big gap in the leader limit that can be filled, especially for scientific leaders.
Cheesemongle  [author] 24 Jan @ 6:42pm 
Thanks! I think!
CRISEUMR 24 Jan @ 12:45pm 
Thank you so much for making the only functional mod that improves the AI, never give it up, I love you.
Cheesemongle  [author] 19 Jan @ 7:41pm 
Thats pretty much what it has now. Economic plan in game files, it'll reach a target then increase it once its met the target for all its resources.
KyberWolf 19 Jan @ 10:42am 
I have an idea to help with getting the AI to plan ahead. What about yearly growth targets? I was reminded of the "obsessional directive" civic for machine intelligence, and thought it could be adapted to make the Stellaris AI smarter. Maybe the AI could be told to try and increase production by something like 1-5% every year? Something that would nudge it to grow more than it needs to like a player would.
Falling5tar 12 Jan @ 11:35am 
Well not sure, reading the patch notes they were like AI empires no longer adopt virtuality, but doesn't this mean that if they already had virtuality they would be able to use it?
Cheesemongle  [author] 11 Jan @ 10:53pm 
I thought the ai wasnt allowed to have virtuality at all
Falling5tar 11 Jan @ 5:37pm 
Is there a way for the AI to actually employ everything if it has the virtual traditions? I released a few sectors as vassals and they just unemploy clerks and enforcers, even though there is no need (since they are virtual)
Cheesemongle  [author] 7 Jan @ 8:39pm 
Hrm. That is pretty annoying yeah, I can probably add an automation option for clerk management.
Bluedot 7 Jan @ 9:20am 
Is there any way to disable the clerc/soldier auto unemployment thing? I prefer having clerks over not having them, especially with some mods having things like orbital elysums in giga, where it adds jobs based on the total number of pops on a planet. When some of those are disabled, it cuts down on how many pops it can have employed, putting an exponential dent in the planet's usefulness.
Cheesemongle  [author] 21 Dec, 2024 @ 12:06am 
Congrats, you've figured out the main problem with Stellaris AI.
This is not something that can be modded easily, and is also not the point of my mod.
硕大的根 20 Dec, 2024 @ 9:45pm 
I discovered a fatal flaw: AI doesn’t plan ahead. It only starts building when resources become scarce in the later stages, while as players, we are constantly building. Even with excess resources, we only trade them with others to acquire what we need. I hope the AI can improve in this regard.
硕大的根 20 Dec, 2024 @ 9:06am 
When I release a vassal, unless I have built the necessary buildings and carefully calculated the jobs in advance, leaving them to manage will result in chaos. I hope this mod can help my vassals manage their colonies better.
Cheesemongle  [author] 10 Dec, 2024 @ 11:35pm 
Huh, nice.