Stellaris

Stellaris

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Beachboys Fair AI 2
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1.344 MB
16 Apr @ 7:13am
17 May @ 12:09am
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Beachboys Fair AI 2

Description
📦 Mod Name: Beachboys Fair AI – Version 2.4.2 (Phoenix Support + fixes)
🧩 Compatible with Stellaris: 4.0.*
🆔 Mod ID: 3464924561
🚧 Status: In Development – Feedback Requested

🧠 Overview:
Beachboys Fair AI is a complete rework of Stellaris' AI systems — designed entirely with the help of ChatGPT, and built on custom logic, not cheats or scripts.
The goal is a smarter, fairer galaxy where every empire plays by the same rules.
This mod upgrades how the AI handles warfare, economy, colonization, population, diplomacy, districts, megacorps, anomalies, and more.

🎯 Balanced for “Ensign” difficulty — strategy only, no buffs.

🔧 What’s Inside:

⚔️ 1. Smarter Military Strategy
- AI splits its fleet budget sensibly: 50% battleships, 30% cruisers, 15% destroyers, 5% corvettes.
- It balances between building ships, affording upkeep, and trading to keep its navy strong.

🛠️ 2. Better Early Exploration & Expansion
- Science ships survey faster and avoid danger.
- Builders prioritize safe paths and smart construction order.

📊 3. Smarter Resource Use (Economy 2.0)
- AI manages its economy in “budgets” — separate pools for alloys, energy, consumer goods, unity, and minerals.
- If it’s low on something, it trades or reroutes production intelligently.
- 🧪 Exotic Gas Handling:
--- Builds refineries or buys gases when needed.
--- Turns minerals into gases if no other option.
--- Delays research lab upgrades if it can’t afford upkeep.

💱 4. Improved Trade Logic (Phoenix 4.0 Update)
- Uses the new `trade` resource instead of old trade routes.
- Builds and manages trade nodes better.

⚙️ 5. Smarter Pop Job Assignment
- Takes pop happiness and job demand into account.
- Moves workers to where they’re most needed.

🔬 6. Focused Tech Choices
- AI picks techs based on what it actually needs, not random rolls.
- Keeps physics, society, and engineering balanced.

🏙️ 7. District & Sector Management
- Builds up districts when needed and shifts pops between sectors to keep output high.
- Supports Phoenix’s district layout.
- 🆕 v2.4: Sectors now rebalance pop jobs across worlds for better efficiency.

🏛️ 8. Megacorp Logic
- Corporations expand only when they can afford it and the target world is worth it.

🔔 9. Event & Anomaly Handling
- AI responds to events and anomalies more intelligently.
- 🆕 v2.4: Empire traits and economy now influence which anomalies the AI researches first.

🛠️ 10. Habitat & Colony Management
- Only builds habitats when it makes sense.
- Colonizes strategically and considers terraforming or migration first.
- Won’t go broke doing it.

⚖️ 11. Stability System
- Under 45% stability? The AI shifts focus to save itself.
- Builds stabilizing structures and reroutes priorities.

🏆 12. Victory Score Aware
- Tracks its score ranking and changes behavior if it’s falling behind.

🕋 13. Great Khan Interaction
- Surrenders if weak, fights if strong. Gestalts never surrender.

🧩 14. Mod Friendly & Expandable
- Works with most vanilla-friendly mods.
- 🆕 v2.4: Other mods can hook into the AI system using new API endpoints.

📘 15. Smarter Edict Use
- Uses edicts wisely, won’t waste unity or bankrupt itself.

⚠️ Compatibility Notes:
- Made for Stellaris 4.0 Phoenix update.
- Not compatible with other full AI overhauls.

⚠️ Dev Notes:
- Still being restructured in parts.
- Feedback is welcome – help improve it!
91 Comments
ConanHUN  [author] 22 Apr @ 2:54pm 
thanks for the tips
I focus on your ideas after I finally fixed the shipyard issue
DeluvianSenecca 22 Apr @ 7:15am 
when it comes to the great khan midgame crisis some empires jsut dont submit even though they are much more underpowered than the khan. this makes the khan destroy their nation completely and occupy it himself thus destroying a legacy empire from galaxe creation. maybe the behaviour could be tweaked so that when a nation is too weak compared to the khan it will choose submission rather than total destruction
DeluvianSenecca 22 Apr @ 4:07am 
also every planet i believe should have a planetary shield generator to defend itself from the player. just one military building and one planetary shield should be enough. the ai should not go overboard with military strongholds. it seems to buid maybe too much now. just one should be fine
DeluvianSenecca 22 Apr @ 3:08am 
For people that think about subscribing to this mod. This is the best AI economy/military AI mod available for stellaris right now. Its how the base game should have been. The mod creator is working tirelessly to make it even better. So yeah subscribe, it makes the game so much alive and more interesting! thank you mod creator
DeluvianSenecca 22 Apr @ 2:59am 
Also in my game I see the AI does not use planet designations in a smart way. for example a planet that has many industria lsectors is deignated as a trade world. Same with planets with many possible energy or minerals sectors. The AI should use deignations efficiently and use the alloy one for industry. On another note the in base game lets many pops be unemployed even though it has the reources to build new sectors or resettle them or build buildings.
DeluvianSenecca 22 Apr @ 2:29am 
Great! Thanks!
ConanHUN  [author] 22 Apr @ 2:24am 
I found the same problem and already working on it
DeluvianSenecca 22 Apr @ 1:51am 
I dont know if it has been fixed in this mod but the AI usualluy only has one single starbase with sipyards, the others have only guns. So if the player captures the starbase with the shipyards then the ai nation can no longer repair or rebuild its fleet during that war. The AI should have at leasat three different starbases with sipyards to remain competitive
DeluvianSenecca 21 Apr @ 5:44pm 
The changes to ship composition are top notch. Great!
ConanHUN  [author] 21 Apr @ 12:26pm 
try to unsub and resub
99% the steam not remove all of the files I already did in the mod