Stellaris

Stellaris

EG - Stronger Advanced AI Starts
90 Comments
iamerror 3 May, 2023 @ 7:00am 
update?
ButtJunkie  [author] 8 Jun, 2019 @ 11:48pm 
Happy for someone else to do something like this, unfortunately I've got too much on my plate to keep it updated.
Deadeye_7 8 Jun, 2019 @ 10:55pm 
any chance of this being updated?
ButtJunkie  [author] 22 May, 2019 @ 4:44pm 
That's because the mod is over a year out of date and there has since been a planet mechanics redesign in the base game, which the mod doesn't account for.
Athena 19 May, 2019 @ 2:23pm 
Note that as of right now on 2.2 this causes you to start the game with just one pop.
ButtJunkie  [author] 28 Nov, 2018 @ 10:34pm 
The description is a bit out of date, even for 2.0. I don't believe the mod works properly on 2.1+. I'll update this, but it'll be done to be compatible with Stellaris Realism (my overhaul) rather than the base game.
Coocoodas 28 Nov, 2018 @ 7:48pm 
Why do you recommend only few FE? Any reasons?
ButtJunkie  [author] 29 Sep, 2018 @ 1:58am 
I'm in two-minds about this, and in any case, 2.2 would require a big update anyway, so nothing will happen before then. I'd suggest using Pseudo's link.
Unordinal 8 Sep, 2018 @ 2:50am 
I've uploaded an update with permission from ButtJunkie. You can get it here.
NiL_FisK|Urd 12 Aug, 2018 @ 8:10am 
An update would be really cool
Bruorton 24 Jul, 2018 @ 5:44pm 
Yep, still having a complete absence of wormholes in galaxy formation with this mod. It's too bad, I really liked the added challenge this mod gave.
ButtJunkie  [author] 6 Jun, 2018 @ 8:28am 
It hasn't been updated yet.
SonnyD1 4 Jun, 2018 @ 8:07am 
Currently causes a bug which prevents natural wormholes from spawning. Not compatible with the current version of the game.
bratrstvoNODKane 22 Apr, 2018 @ 4:28am 
Hi. could you incorporate that AI could start with much more tech too?
Lord_Daemonar 22 Mar, 2018 @ 11:40am 
Why do you recommend fewer fallen empires?
luka.v 3 Mar, 2018 @ 5:34pm 
Thanks for the update, advanced AI got really weak in 2.0.
ButtJunkie  [author] 28 Feb, 2018 @ 2:08am 
Updated. AI gets up to 10 planets again as 2.0 improved advanced AI parameters.
SeeleDE 28 Feb, 2018 @ 12:31am 
Please update for 2.0. It seems advanced starts now only get 3 extra systems and 3 extra pops, but no extra planets. So their advantage is only very minor. I miss end game opponents.
Doomwarrior 30 Dec, 2017 @ 3:33pm 
I tried :) didnt work though, i ended up starting fresh using the fallen empire mod and give them lots of bonusses to make them quickly stronger...and afterwards handing them over to my RPG players.
ButtJunkie  [author] 30 Dec, 2017 @ 2:37pm 
I can't control how many colonies they have, just limit it - it's massively affected by galaxy size, habitable planet spawns etc. They should have 2-3k fleets on average - I haven't experienced them having small fleets in any of my tests.

As for making them equal, the idea of the mod is to vary the strength of the AI. You can adjust this in the mod files to make them more equal in terms of resources and fleet size though.

Doomwarrior 27 Dec, 2017 @ 4:30pm 
Is it possible to adjust the mod in a way that makes all advanced AI relatively fair to one another? In my current setup they range from 1-4 planets no fleet and little else but full planets... id really like to see the promised outcome but in a rather less spread out way in terms of what they have.
ButtJunkie  [author] 26 Dec, 2017 @ 8:25am 
"However how do you ensure that a starting empire is not overwhelmed by the stronger?"

I don't, you just have to hope you're not next to some purifier, but that's part of the fun :D

Increasing the scope of the mod would definitely be interesting and provide some much needed flavour to the galaxy. I'm finishing up on another mod so I'll have a think about it. There's definitely potential there.
kyho78 24 Dec, 2017 @ 7:31am 
Hey ButtJunkie, thats a great idea. A trope of most sci fi stories when humanity start to travel the stars. However how do you ensure that a starting empire is not overwhelmed by the stronger?;

for example

The stronger is larger and may restrict the room of expansion of the younger
The stronger is a fanatical purifyer; GG.

Would special events coming from advanced neigbours be someting you consider in the future?
Like them giving you quests so they like you more.

It may even cause an alternative start playstyle. Start as a protectorate of a stronger empire which are benevolent/evil etc. may cause different ways of playing.
ButtJunkie  [author] 24 Dec, 2017 @ 3:28am 
The AI starts here potentially have more colonies, are more developed, more populated, have more resources and larger fleets. They're quite a bit stronger overall.

I have some changes I want to make to make some of them even stronger. The idea is that by the time you discover them, they'll feel like long-established empires.
kyho78 24 Dec, 2017 @ 2:23am 
I never played with advanced starts, so what is the different between the normal game standard advanced start and this one?
madpluck 19 Dec, 2017 @ 9:52am 
Yessss! Thanks!
ButtJunkie  [author] 19 Dec, 2017 @ 8:56am 
Updated. Advanced AI colonies will have more pops and be more developed. Also changed the name to suit my other mods (I like to keep them together in the mod menu).
madpluck 19 Dec, 2017 @ 5:59am 
Yes that would be awesome! I was actually about to start looking through the files to see if there is a way to give them even more of an advantage so that they can scale up/spread out faster.
ButtJunkie  [author] 17 Dec, 2017 @ 10:44am 
That reminds me, I've got an update almost ready to give the AI better developed planets.
madpluck 16 Dec, 2017 @ 12:23pm 
I am SO HAPPY I found this mod! I wanted a mod to simulate a "late start" like an early space age primitive. Playing this on a 3000 star galaxy with 36 advanced starts, 5 FE, and only 10 regular civs. It looks and plays awesomely!
ButtJunkie  [author] 24 Nov, 2017 @ 4:05am 
My guess is the problem is there are no habitable worlds close enough for the extra colonies to be created. The extra colonies aren't planets added to the galaxy, instead the game runs a search on nearby systems to determine whether they're suitable to be an additional colony. If not suitable worlds spawn nearby, no additional colonies can be created. I unintentionally achieved this myself when removed the guaranteed nearby planets - no advanced AIs would spawn.

I can't really do much about this as it's a limitation of the way AI empires are generated and not a direct conflict between the mods.
qc 22 Oct, 2017 @ 6:40am 
I love this mod, but it conflicts with Unbiased Systems (https://sp.zhabite.com/sharedfiles/filedetails/?id=683326728) .

I really love playing with Unbiased Systems, as I hate the guaranteed two ideal_planet_class neighbour colonies you're given at the start of a vanilla game. Really removes the sense of exploration and mystery.

Unfortunately with both mods enabled no AI empires get any colonies at all on game-start.

I was wondering if there was some way to fix this, so that both this mod and the Unbiased System mod are compatible again? I've had a poke around the game files but I'm a lil out of depth, and I can't see any obvious way to fix it.

Maybe make it so that the AI's get guaranteed neighbours but the player doesn't?

I'd love some pointers if you have any!
ButtJunkie  [author] 20 Oct, 2017 @ 11:27pm 
Hmmm I haven't Deadeye.
Deadeye_7 6 Oct, 2017 @ 4:43pm 
Sooo, somtimes, not always, a empire will completely abandon all but one of its worlds, haven't tested yet if its a mod conflict or not. but just asking if you have ever seen any of the empires in your game just give up colonies for no reason
ButtJunkie  [author] 24 Sep, 2017 @ 9:05pm 
Updated. Unfortunately I can't give the advanced AIs as many pops as before, but some will usually have more planets than before, potentially many more.
Уберите Из Мута 21 Sep, 2017 @ 2:57pm 
update plz to 1.8
ButtJunkie  [author] 30 Jul, 2017 @ 3:12am 
@Zarth - well this mod doesn't affect AI, just gives it more at the start. I haven't experienced this myself and no-one else has brought it up, so that suggests something strange is happening on your end. I know it's frustrating, I just had to start a new Rimworld game after the one of the 100-110 mods I was running bugged out my save.
Zarth 29 Jul, 2017 @ 11:20am 
@fernis_wolf what im trying to say is that the issue only sprung up once i started to use this mid
Mod. The only mods i have that affect ai behavoure is enhanced AI and alpha mod. I have used both for far longer than this mod without any issues. Most of my other mods are graphical, are add content which th ai has had no issues adapting to until now.
Fenris_Wolf 28 Jul, 2017 @ 1:27pm 
Pardon me for being all blunt about it: "I have nearly 140 mods altering this game" - Zarth. As someone with professional beta testing / and Q&A experience, that's where we're at the heart of the issue.
You might want to delete all other 139 mods, reverify the gamecache, and then run another campaign. If it persists, you are fair to keep asking ButtJunkie.
If not: If you have documentation on which of the other 139 mods touches the same libs as this one, then by all means, you can find the interference there. But please do not demand ButtJunkie to find out the mistake for you, which may not be in his control and just waste a lot of his time.
Zarth 26 Jul, 2017 @ 2:56pm 
@ButtJunkie i played 100 years into a game with this mod. While I've unlocked most of the mid game tech, nearly all the other empires have fleets which use basic lvl 1 armor, and level 2 shields. The only time I can see them change things up is when i send my fleets in to beat every other empire back into the stone age. I have nearly 140 mods altering this game, but before this mod, and maybe a few others, they were progressing just as fast as I was if not slightly faster.

I gotta do some testing.
ButtJunkie  [author] 25 Jul, 2017 @ 4:54pm 
@Zarth - given the stat of combat, that's probably a good thing (naked corvette fleets are the most cost-effective). Can't say whether this mod is causing it - it shouldn't directly cause it, but maybe it indirectly causes it. Example, since they start with much larger fleets, the upgrade cost would be far higher. How far are you into the game? It shouldn't directly cause it as this mod only makes changes that occur during the galaxy generation. It doesn't change anything beyond that.
Zarth 25 Jul, 2017 @ 3:26pm 
i don't know if it's this mod that's causing it, but when i have this mod installed I notced something strange with the AI's. They're not upgrading, or improving trheir ship blueprints.
ButtJunkie  [author] 21 Jul, 2017 @ 5:30am 
But think of the glory when all unclean civilisations have been purged!
Richy 20 Jul, 2017 @ 10:31am 
dont play fanatic purifiers with this mod
ButtJunkie  [author] 27 Jun, 2017 @ 3:27pm 
You're welcome :)
davidt0504 27 Jun, 2017 @ 3:26pm 
@ButtJunkie That answers my question exactly. Thanks ButtJunkie :D
ButtJunkie  [author] 27 Jun, 2017 @ 3:19pm 
davidt0504 - it works fine with No Clustered Starts. NCS controls spawning locations, while this just controls with what advanced AI's spawn.
davidt0504 27 Jun, 2017 @ 6:34am 
Does this need to be chosen instead of No Clustered Starts? Does this mod randomize the starting positions of species?
Pode 22 May, 2017 @ 7:27pm 
As long as he didn't give advanced empires more techs by overwriting the vanilla event like I did, this mod should work fine with Primitive Players as is. Normal AIs will start as primitives like the player, advanced AIs get vanilla starting techs, vanilla advanced empire techs, and his mods increases in resources, colonies, and ships.