Stellaris

Stellaris

AI Unshackled
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Update: 21 Mar, 2019 @ 12:28am

r2
- Fixed calculation splitting so it actually does something
- Armies now spawn in an unoccupied system
- Also fully disabled crime planet decisions for AI
- First pass at sector AI
- Uses same logic as normal AI
- Sectors now know what habitats are

Update: 8 Mar, 2019 @ 9:43pm

r1
- Implemented flag based planet AI with calculations done on the monthly pulse
- Split the calculations so empires with odd IDs are calculated on odd months and vice-versa
- AI budgets reworked to optimise colonising, expanding etc
- Give large amount of energy for blocker removal when planet has run out of district slots
- Only colonise 1 planet at a time in the early game to free up alloys for fleets science etc
- Prevent colonisation budget while at war
- Colonise planets at 25% hab
- Planet decisions fully disabled unless needed so AI doesn't waste influence on them
- Don't build Silos on non-habitats
- Don't build special resource buildings unless you really need them
- Non temple unity buildings are built when the planet is quite full (50 pops)
- Only build job boosters (eg food processor) when planet has 12 of those jobs
- Buildings that need special resources upgraded once planets is mostly full ( no free slots, > 55 pops )
- Build 1 shipyard on every starbase so you can't lost all your shipyards
- Army building done via script to prevent mass queue/ disband silliness
- Only build habitats once every 15 years
- Force build 2 science ships in the first couple of years
- Force the first building to be alloys
- and probably a lot of other changes i forgot ...