Stellaris

Stellaris

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Large AI Fleet Size
   
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12 Jun, 2019 @ 5:42am
6 Jun, 2022 @ 8:54pm
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Large AI Fleet Size

Description
For Stellaris 3.4.*

A lightweight mod design to make the default AI Empire to build more ships.

If you want a more challenging version of this, try:
Extreme Version

Basic Features:
-Force the AI to build more ships without sacrificing their alloy economy
-Gives the AI 15 alloys per month to allow them to build more ships
-Gives the AI a small naval capacity of 30 to allow them to build more ships

Goal of this Mod:
-Makes the AI be able to defend itself on Mid crisis and End game Crisis (2x)

Detailed Information:
What this mod do is basically simple, forces the AI to build more ships by adding some heavy weight on the "alloys expenditure ships". By doing so, the AI will choose to build more of it instead of keeping the whole alloy stockpile unused and using the unspent naval capacity allowing it to reach atleast 90% by mid-end game era.

FAQ:
Q: Why give the AI a 15 alloys per month?
A: This is to ensure that the AI wont go bankrupt of it and to allow the mod to achieve huge fleet size.

Q: How about naval capacity?
A: Both 15 alloys and Naval cap will be added to the AI STARTING the first decade pulse (2210), the purpose of this is to allow the player to see that the mod is working.

Q: Allow the player to see that the mod is working?
A: By 2215+ there should be an increase of AI fleet. You might see a 10k or more so be wary of your neighbors.

Q: Performance Impact?
A: Unlike any AI Enhancement mod, this mod only focus on one thing, Alloys, no diplomacy edit, no vassal edits, no heavy edits like that. As the Author of Stellaris Performance Mod, I have to uphold my commitment on making this as fps friendly as possible, BUT there will still be fps impact from this due to the more units being on screen but the impact to the fps should be much less compared to any other AI mod that tweaks alot. (Unless you have a really powerful CPU)

Compabiltiy:
-Not compatible with any other mod that edits 00_alloys_budget
(I'll try to make a change for this later on)

Save Game Compatible
-you might wanna wait a year to see the whole changes.

Credits and Recommendation:
This mod is a "barebone mod" and inspired too of ~ StarNet AI by Salvor
I did use his mod as guide to achieve the goal of this mod. If your pc have a powerful CPU, do check his mod out.

If the Fallen empire and Crisis is always ransacked by this mod, Kindly use this:
More Crisis and FE ships

Or any other mod that buffs those.

Support:
If you have spare coins or anything, pls feel free to donate so I could get more better equipments and/or buy better softwares like 3dmax or anything. I also do accept random steam games. Thanks in advance.
Donate [www.paypal.me]
Popular Discussions View All (1)
0
23 Oct, 2023 @ 2:54pm
No AI ships
unit6484
20 Comments
drunk mall santa 22 Sep, 2024 @ 5:00pm 
mod is still busted :/, AI does not expand
Tex 23 Dec, 2022 @ 6:49am 
Yes do not use this until an update, it completely breaks the AI, they will never colonize.
n.pedrazalis 9 Nov, 2022 @ 12:17pm 
please uptate as i have seen the extreme version was not working properly
n.pedrazalis 9 Nov, 2022 @ 12:16pm 
Hello this is still working please ?
Red-Eyed_Gelynome  [author] 10 Sep, 2021 @ 6:39pm 
Fair warning for everyone: If you use Infinite Stellaris Framework, Turn off "Enemy Adaptation" settings on the "Battle Settings (two swords on the far left f the panel), all of it. Or else, it will bug the AI and at some point, they will just stop building ship.
Red-Eyed_Gelynome  [author] 27 Aug, 2021 @ 11:31am 
VI6 D DARK KING: Progression is possible but will be almost impossible to balance due to peoples playstyle and usually, the AI wont follow it and instead keep going until it reaches the maximum quota of its current naval cap.

Since initial release, steady progression as been added but its almost not noticable due to how AI thinks and work. You can view the code and you'll see Ive added infos like:
## 30 years no fleet? go build some ##
then tries to limit it using: used_naval_capacity_percent < 0.5 and planets owned.

It basically work like a shady company forcing its employee to work work work until the company is satisfied with the result. (For this, that's reaching 90% of naval cap used on mid to end game)

Also yeah, you can switch between the two mod. The game will remove the missing modifier if it cant find it then add on decade pulse the new one.
VI6 D DARK KING 27 Aug, 2021 @ 11:15am 
@Red-Eyed_Fairace On That Note just to confirm If I Start With this Mod the at the Year... say...

2299 Switched to the Extreme Version Would it Update the AI Bonus in the year 2300?
VI6 D DARK KING 26 Aug, 2021 @ 9:46pm 
@Red-Eyed_Fairace I Love this and the extreme version it makes a great Companion to Gigastructural Engineering However.

I Kinda feel like they have something missing, like progression, the bonuses of this mod is good in the early and mid game.

But become less relevant in the late game, a progressive version were the AI gets the this Mod buf in the Early Game the Extreme Version's in the Mid Game And an even more Ludicrous Bonus in the Late Game Would be the metaphorical cherry on top.
Kepos 28 Jan, 2021 @ 1:06am 
Hello Blue-Eyed_Fairace, you made a great mod and I'm playing often with it. For multiplayer and centralised localisation, I have started a private merged-mod project. Included are theme related mods, so players get more variability and are able to load by one click. Now the positive demand seems growing beyond private quarters and it might be a good idea to change it into an official released mod. Therefore I'd like to ask your permission to have your mod included into the mod collection . I've sent you a friend invite and with your permission granted, I'd like to name you as co-author and probably start some co-working. Thank you!
[DG] Z Type Knight 27 Oct, 2020 @ 12:24pm 
Still enjoying this mod. Though coupled with Starnet, I find that I have to use Dynamic Difficulty to give myself bonuses to keep up with the AI's ship printers! :D