Stellaris

Stellaris

Not enough ratings
Limited AI Habitats
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
350.779 KB
24 Jul, 2023 @ 6:10am
1 Change Note ( view )

Subscribe to download
Limited AI Habitats

Description
Save Game Compatible
No Vanilla files harmed

What This Does
This mod fires an event that adds one of two modifiers with a (10/90 random list) on an AI Empire. Habitats Limited/Restricted.
Habitats Limited slightly increases the cost/time to build Habitats while Restricted increases it to such a degree that the AI will never be able to store enough resources to build any.

This results in much fewer Habitats across the galaxy. A test save resulted in 16 Habitats each, 32 total, between 2 empires over 150 years. The same save in vanilla had about 40 Habitats at least scattered across the galaxy after only 14 years.

Fallen Empires/Void Dwellers do not get either modifier and remain the same.

The modifiers are (mostly) inheritable. Vassals created by releasing a sector or through a White Peace will result in the Vassal having the the same modifier as their originator.

Rebellions do not get their originators modifier as I cannot figure out how to check for their originator and instead get a 5/95 random list to apply one of the two. Any country spawned in a similar manner that lacks one of the two should also trigger this event.

I do not know how many ways vanilla has to create new empires so its possible some will have slipped through the cracks but even still this should work fine for the majority of games.

What Modifiers Do
While the modifiers are only applied to AI and not player empires, for anyone curious here are the stats:

1-Limitation raises the alloy cost by 50% and the influence/time by 100% So instead of taking 1500 Alloys 150 Influence and 1800 days it instead becomes 2250/300/3600
2-Restricted raises the cost/time it takes by 50000% So instead of taking 1500 Alloys 150 Influence and 1800 days it instead becomes 751500/75150/901800

Final Notes
I will admit I would prefer to not do it this way but it was the only way to do it without overwriting vanilla files. I had a brief look around and on average I think most systems have room for at least 4 habitats. I have seen multiple with 5 and even one with 6 in my brief look. I also considered other ways to reduce habitat spam such as:
1-Require Gas Giants for placement
2-Require Colonized worlds for placement

But many systems have at least 2 Gas Giants and restricting them to needing to be on colonized worlds while not the worst idea, still requires overwriting the vanilla file which means I will need compatchs for things like Gigastructures and any other mod someone asks for.

Yes I know the icon uses the "Guess I'll die meme" but in this case I am using it more as a "How do we build such a thing?"

I was dabbling in creating a separate mod and while doing some tests for that mod I have come to find that the AI absolutely loves habitats and placing them just anywhere and everywhere they can. Colonizing them and filling them with dozens of little squishy pops who like to slow the game down and also cause frustration when you integrate them into your empire (my preferred play-style)
Yes I'm aware this is not a new problem and yes I'm only just now learning it so I'm a little late.

Anyway I present to you this, enjoy.
11 Comments
Cephalon Sithalo  [author] 17 Jan @ 11:33am 
Let me know if it works. I figure it should.
kreaturen 17 Jan @ 9:05am 
I feel I need this - AI habitat spamming is insane. Hope it still works, I will try :)
Cephalon Sithalo  [author] 7 Nov, 2024 @ 4:00pm 
It should I think.
Wings of Stone 7 Nov, 2024 @ 2:24pm 
Does this mod still work?
Cephalon Sithalo  [author] 31 Jul, 2024 @ 1:58pm 
I havnt tested it. I think they renamed the Habitats name in coding so I'll probably need to swap some stuff around sorry :LotusFlower:
thoxicdragon 31 Jul, 2024 @ 1:45pm 
Hello, the mod still works?
Cephalon Sithalo  [author] 8 Aug, 2023 @ 6:19am 
Honestly I'll probably still use this after they release habitat changes. I like the idea that not every species wants to invest in habitats. Adds a tiny bit of variety :LotusFlower:
OverConscience 8 Aug, 2023 @ 5:04am 
It's actually interesting idea of making AI have the ability to build habitats and at the same time limiting it in that
Cephalon Sithalo  [author] 26 Jul, 2023 @ 8:09pm 
Two out of Two Spiritualist Empires approve.
Hope it helps
:LotusFlower:
Roan 26 Jul, 2023 @ 1:38pm 
Thank you for the Lord's Work you are doing.