Stellaris

Stellaris

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~NMSS Sector improvements (v 3.3.4)
   
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16 Jul, 2019 @ 8:39pm
6 Mar, 2022 @ 1:02am
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~NMSS Sector improvements (v 3.3.4)

Description
A quick overview of how the AI works:

First, the sector AI will prioritize planet stability. This is mostly housing, amenities, and crime. Then it will prioritize building empire-related stability: maintaining minimum incomes of energy, minerals, food, and consumer goods as necessary. It then tries to build research, alloys, unity, and most civic-related buildings.

There are several buildings that the sector AI will not build at all. Some examples include: Strongholds, Research Institute / Supercomputer, Food Processing Centers, Foundries, Factories. There are a finite number of building slots, and the goal is to have every planet be a generalist rather than a specialist planet. It will also not build any Tier 3 buildings, as these have rather extreme resource costs, all considered.

The goal of the sector AI is to play competently, not perfectly. Trust it and it will run your empire successfully.

Completed:

Regular Empires
Origin Civics
Ascension paths
Hive Minds
Machine Intelligences
Habitats (Preliminary)
Ring Worlds (Preliminary)
Ecumenopolis (Preliminary)

Known issues:

Unemployed Pops - Due to an engine issue, pops will often register as unemployed before the sector begins construction. The engine will not allow some buildings and districts to be built without unemployed pops and therefore to allow more controlled development the decision was made to force the sector to always wait until a pop was unemployed. Changes to Defines and other tunable variables had no effect on the behavior.

Delayed Economy - Due to an engine issue, the sector AI is two months behind your actual economy, which can lead to the sector AI trying to solve problems it has already solved. Also mitigated as much as possible, but a mod can only do so much.
3 Comments
MonsPubis  [author] 11 May, 2022 @ 4:16pm 
Given the upcoming changes to Planetary and Sector Automation, this mod is going to be ceasing updating. It will remain in its 3.3.4 version state for anyone rolling back.
MonsPubis  [author] 23 Sep, 2021 @ 1:10pm 
There were some engine-side changes in the 3.0 patches that caused some undesirable behavior. To mitigate, some changes had to be made to the methodology of the mod that required a full rewrite. As a result, support for some things was lost, but it'll be coming in the near-ish future as testing is completed. In the meantime, expect pops to show Unemployed more often than not before a building or district starts construction.
MonsPubis  [author] 15 Feb, 2021 @ 2:29am 
Just wanted to point out to anyone who might be checking this in the future: this mod fully overwrites all building/district data because I am unaware how to change only the AI Weights of the buildings/districts. As a result, any expansion or patch (in this case Nemesis) that significantly alters how buildings and districts work will be completely overwritten by this mod.

If this mod is showing out of date, do not use it.