Stellaris

Stellaris

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13 Dec, 2018 @ 4:29am
28 Apr, 2019 @ 9:34am
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More AI Bonuses

In 1 collection by Vaeringjar
Vaeringjar's Mods
10 items
Description
2.3 COMPATIBLE

Gives AI extra bonuses independently of difficulty level, focused at compensating for the AI's incompetence, NOT focused at affecting difficulty. A more "competent" AI will be more challenging though.

AI empires receive the following modifiers:

ECONOMY

> 5000 base trade protection
AI doesn't know how to effectively protect its trade, so now it doesn't need to. AI doesn't know how to deal with pirates within their borders, so now it won't get any. Pirates still spawn outside/next to their borders though, and AI never clears them out... go figure.
> -25% market fee (fee is always minimum 5%, as set in defines)
AI doesn't know how to best use the market like a player does, so it gets disproportionately affected by the fee.

ADMINISTRATION

> -25% crime
AI struggles at dealing with crime.
> +20 admin cap
AI doesn't seem to know the concept of not taking new land, no matter how worthless it is, nor does it minimise district construction to circumvent the cap.
> +50% edict length
AI doesn't really make much use of edicts, just sitting at 1000 influence instead, so they might as well last longer.
> -20% blocker clearing cost
AI doesn't know how to stack cost reduction, nor does it move such governors on demand.

POPs

> +10% pop growth
AI doesn't maximise pop growth like a player does. For example combining pop growth edicts, buildings, planetary decisions, species traits, etc...
> -100% genemodding cost
AIs are * * * retarded at genemodding, I kid you not, I've seen an AI wasting 3k research on modding a single pop! (see image)

TECH

> +15% research speed
AI doesn't know how to make use of Scientist research bonuses. (see image)
> +10% research speed
AI does not benefit from combat Debris.

MILITARY

> +10% combat disengagement chance
AI has no idea how to choose good admirals, such as prioritising "Trickster" and avoiding "Unyielding".
> +15% sublight speed
Not uncommon for AI to go full ♥♥♥♥♥♥ on their strategic fleet movements. Fighting both a neighbour and someone on the other end of the galaxy? Well then, sending your whole navy on a thousand-day journey rather than obliterate your neighbour sure is the way to go!
> +2% ship hull & armour regeneration
AI often doesn't repair ships before deploying them. This won't address them banzaing ships at 1% health, but if such a ship spends a few years bombarding a planet then it'll end up repaired.

> [removed] reduced ship upkeep
I reverted this as the AI already gets huge upkeep bonuses and it was just too much.

How it works:
Every two years all normal AI empires receive a modifier. This ensures any new empires created, like rebels and vassals and whatnot, will get the modifier too. It shows up on the government view, alongisde all such empire-wide modifiers. If an AI becomes controlled by a player (MP), the modifier will be silently removed at the time of the two-yearly check.

Debug:
Use "event MAB.2" to add the modifier to yourself, "event MAB.3" to remove it. "MAB.1" is the hidden event periodically triggered.

Compatibility:
100% compatible, no vanilla file conflicts. MP-friendly.

Recommended tweaks for AI:
Use an AI overhaul mod like Glavius AI or Starnet.
Disable piracy.
Enable vanilla AI bonuses for player AI vassals. ("Dynamic Difficulty" has this feature)
On galaxy generation, guarantee 2 habitable planets, from my experience really helps the AI.
22 Comments
Bald 8 Apr, 2021 @ 11:47pm 
Tested, still work :)
if @Vaeringjar still alive I suggest improve more it... AI really need more help, and anyway if someone use this mod its coz like play hard
+20 admin cap vs +50% admin cap
+10% pop growth vs 30%-50% pop growth
+10-15% (not sure) research speed vs 30% research speed
Regards
Natro166 14 May, 2020 @ 12:58pm 
Does this still work? We need this mod!
Zenith 31 Aug, 2019 @ 12:19am 
Question: How much do I have to buff an AI empire to make it an actual threat?
Answer: Yes.
Vaeringjar  [author] 6 Jun, 2019 @ 2:10am 
should work just as fine for 2.3, but I probably won't be making further adjustments for a while
Vaeringjar  [author] 28 Apr, 2019 @ 9:52am 
Update:

> -20% blocker clearing cost
AI doesn't know how to stack cost reduction, nor does it move such governors on demand.

> +10% pop growth
AI doesn't maximise pop growth like a player does.

> +10% research speed
AI does not benefit from combat debris.

> +10% combat disengagement chance
AI has no idea how to choose good admirals, such as prioritising "Trickster" and avoiding "Unyielding".

> +15% sublight speed
Not uncommon for AI to go full retard on their strategic fleet movements.

> +2% ship hull & armour regeneration
AI often doesn't repair ships before deploying them.

Character limit. See mod description for slightly longer mocking of AI.
LDL 12 Apr, 2019 @ 6:52pm 
alright, thanks you for the response, also i do use GAI.
Vaeringjar  [author] 12 Apr, 2019 @ 1:26am 
@Last Dragon Lord
if not already, I recommend using Glavius AI. It's also common for mods to benefit the player more than the AI, either the AI isn't told how to efficiently use the new stuff (or just can't be told to), or the things added benefit players too much due to our ability to make the most out of things. So I suppose you could revise the mods you use as a last measure. You could also try modding a bit, you could unzip this mod into the stellaris mod folder, then add the pop growth modifier to it (see the wiki for a list of modifiers, search for growth), though I don't know how well pop growth by itself would work for the AI. You can also adjust your gameplay style, make some RP that makes sense for you and somehow nerfs you a bit, for example life-seeded where you don't acquire new species and won't genemod habitability.
LDL 11 Apr, 2019 @ 8:35pm 
hi, is there anyway for there to be another mod like this but with the pop growth increase to these Ai, cause late game the pop just cant keep up to stupid buildings and costs and often become pathetic, i just a bunch of mods, to much to list. but every game of infinite Stellaris Sessions ended the same, Ai is light years behind
Vaeringjar  [author] 6 Apr, 2019 @ 1:12pm 
Small update.

Changed check period from monthly to every 2 years. Tiny performance improvement but everything from all mods adds up. No need for AIs to have it the 1st 2 years as their bonuses makes their early start fairly strong anyway.

Made it MP friendly by making the check remove the modifier from non-AIs.
Ayano Arisugawa 27 Mar, 2019 @ 8:04am 
That is great, thanks for the answer :D