Stellaris

Stellaris

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Dynamic AI Scaling 4.0.*
   
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22 Jun @ 10:28am
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Dynamic AI Scaling 4.0.*

Description
This is sort of a very simple stopgap fix for the AI being utterly incompetent. Each AI that starts the game slowly gains scaling bonuses over time.

These bonuses ramp up depending on tech cost multiplier and slow down or even reverse if the player is behind. For this reason, I hope that players of any level of experience and roleplayers can still benefit from this mod.

The bonuses are:
- Thematic civilian/maintenance drone bonuses on major planets so we can pretend the AI built up those planets.
- Flat amounts of monthly research, unity, and naval cap.
- Increased job efficiency.

These bonuses are still a far cry from what a skilled player can achieve, but the purpose is to make it so AI can provide a modicum of help during the endgame crises.

I did want to try to make it so AI would build up their planets, but I realized that got complicated. If you want to help develop this mod or have suggestions, feel free to comment below.
19 Comments
Argon 24 Jul @ 4:38pm 
@GEORGEBUILDER I would assume so, it acts dynamically
GEORGEBUILDER 19 Jul @ 1:59pm 
sorry i cant read
GEORGEBUILDER 19 Jul @ 1:58pm 
can this be added mid game?
WolvesofZiu 3 Jul @ 3:20pm 
In my games the ai usually leaves around half of their ships components slots empty. They have the economy and tech they just refuse to build any good ships. Would this mod fix that?
Hawkatana 2 Jul @ 10:29am 
Would it kill people in the comments to learn how to read?
[F.I.S.T] diva.Y.J 1 Jul @ 5:58pm 
I have been trying to get the AI more in line with their personalities.

Mostly to have more wars, especially in the early game, so that for example a few of the AI empires are eliminated, even before you get to the midgame, which then could lead to finding a few pops left over if they were just enslaved or something.. this could also lead to stories where they rise up against their oppressors.

Unfortunately, as soon I added any mods (ASB for example) the AI has too much to consider it seems, at is catious af again, no matter what level the aggression is put to. Also, it isn't spending any of it's ressources (haven't tested your mod yet, so let's see if it improves that).

I'll try to see what I can find out from my playtests, while using your mod in combination with my own. But from what you wrote, it sounds promising.
Dr. Sinclair 29 Jun @ 6:22am 
@Avan
This was explained a few comments below.
Avan 29 Jun @ 6:07am 
I also wonder if it will work on a ongoing save game
Dr. Sinclair 29 Jun @ 5:42am 
Thank you for actually making it dynamic, and not just permanent bonuses no matter what the player is doing
This is just what we needed until the AI's brain damage is atleast somewhat corrected.
It is truly in a ridiculous state after 4.0
Dog is friend 29 Jun @ 4:09am 
Is it compatible with other mods (for example, gigastructures)? Would it work in an already started save game?