ENDLESS™ Space 2

ENDLESS™ Space 2

Better AI Empires
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Update: 4 Apr, 2022 @ 10:34am

2.0 MAKES IMPORTANT CHANGES TO ENDLESS DIFFICULTY MAKE SURE TO READ AS IT WILL BE MUCH HARDER.

DO NOT USE THIS WITH MY OTHER INFINITE ENDLESS DIFFICULTY MOD. US ONE OR THE OTHER. NOT BOTH.

READ THE FRONT PAGE FOR DETAILS.

Update: 2 Feb, 2022 @ 10:32pm

Version 1.7 (I expect the final version unless there are bugs or someone from Amplitute tells me how to make the AI build a building.)

Short Summary:

This mod makes a few minor changes to allow the AI to make better decisions and be more challenging for a better single player, but still vanilla, experience. The goal was to make all of the AI races balanced and a worthy opponent. I think it does so, although Vodyani are still the most inconsistent (despite my changes), and Riftborn are the most consistent (and I haven't touched Riftborn - they are OP in vanilla).
The Base Changes for All Difficulties makes the AI use existing game elements better for a deadlier enemy. They will invade and take your planets and build tougher fleets.

If you set it to 12 random races on game start, you will get (more) challenging enemies in every slot. Except Umbral Choir. I've made no changes to them. Because I don't like hacking.

This is a Vanilla Plus Experience. There are a very few changes.

For people that want more of a challenge, it does change Serious, Impossible and Endless difficulty. Serious, Impossible and Endless get buffs to make certain races what they should be should they use the existing game elements (like build industry buildings). No "cheat level" buffs. It gives certain races an industry buff to simulate that they built industry buildings in game. Despite every effort, I cannot force the AI to build a particular building. Which sadly, is one of the only 3 things I set out to do.

For reference this was tested and balanced on Impossible Difficulty, 12 Empires, Normal Speed, 2nd largest and largest galaxy. If you play it at other settings, I make no representations. But at those settings, on my last game of AI v AI auto turn, by turn 100 Riftborn and United Empire were dead, and Horatio was down to 3 systems. That isnt typical, but usually there is one AI empire dead or near dead by turn 100.

Many thanks to the ESG team for help and pointers on how to make AI only changes, and answering my random questions. If you are ready for an overhaul or multiplayer experience, you should check their mod out.

There should be no bugs, but I have been wrong before. Please let me know if you find any.


BETTER AI EMPIRES COMPREHENSIVE NOTES OF ALL CHANGES FROM EVERY VERSION:

BASE CHANGES FOR ALL DIFFICULTIES

Tier 0 buildings (e.g. Drone Networks) now have the Tier 1 Industry Stats because most AI will not build the Tier 1 Industry buildings in a timely manner, or at all. As a result, all AI empires have better industry, without effecting the player.

All Engines now have Siege Damage attached to them (lesser versions of Titanium Slugs) so the AI will now invade and take planets in a timely manner. Higher tier engines do higher damage.

Strategic Element Costs for ships and upgraded slots is removed, so the AI has better fleets and economy. This does make the Element market less profitable, but improves the AI Empires drastically.

All Races now start with Titanium and Hyperium

All shield modules now give lesser tier armor and all armor mods now give lesser tier shield. So the AI will get at least some benefit when it stacks all shield mods with armor repair support mods.

A few Omni and Dual Slots on protectors and coordinators were changed to single choice (defense only) because the Horatio, Vaulter, Nakalim and some others would build end game coordinators with a single defense mod and they would die to a single salvo. Now they can build proper tanks.

VANILLA BUG FIX: Vanilla Vodyani and Riftborn AI cannot use Carrier large weapon slots. Now they can.

VODYANI TWEAKS:
Vodyani were played poorly by AI because they expanded too slowly. Basically they now expand quicker early game, and play taller, but their population costs more to balance it out. They can now compete with other AI empires because they have 5-6ish tall systems instead of 2-4 short systems by the end of early game.

Vodyani Arks are faster.

Start of Vodyani main quest is delayed to start on Turn 15 instead of Turn 5. Having (or not being able) to kill 4 pirates on Turn 5 would cripple the AI and slow it down even more.

Their population cap of maxed systems is now increased from 9 to 12 per system.

With those changes, AI Vodyani can now compete with other AI empires and can be a threat. They are still the most inconsistant faction though.

Hissho Overcolinization cap removed, because AI could not respect it and would slowly cripple itself.

CHANGES TO SERIOUS - ENDLESS DIFFICULTY

SERIOUS DIFFICUTY

All AI races now get appropriate benefit (9-12% research cost reduction) from Science Juggernaughts. They only got the flat buff before because once they make them they do not orbit special nodes.
AI ONLY races have had their overcolonization cap removed. It only hurt the AI.
AI ONLY Hissho turned into a wide snowball race. Given FIDS buff per system owned, to simulate Mining Experts, since they got no benefit from mining probes (I have never seen an AI race use one.)
AI ONLY Sophon, Unfallen, Vaulters, Given Base Industry buff because they will not build industry buildings reliably, or at all.
AI ONLY Nakalim given industry bonus per relic and probe bonus to find them. Nakilim don’t build industry buildings either, and don’t use their empire wide % buffs from Relics.
AI only Vaulters received a buff to Argosy cooldown.
AI ONLY Horatio given small industry buff per population, because has a crappy primary specialty for late game: Food and doesnt appear to use the buildings that would help him. He can get spicy late game if allowed to breed, or, whatever it is he does.

IMPOSSIBLE & ENDLESS DIFFICULTY:

All of the above changes, plus:
AI given small manpower per turn bonus.
AI given small deployment bonus.
AI given small happiness bonus.
AI given upkeep reductions.
AI Vodyani given life force bonus.
Hissho given Honor bonus.

Update: 23 Sep, 2021 @ 10:53pm

Version 1.1 Changes

VANILLA BUG FIX: Vanilla Vodyani and Riftborn AI cannot use Carrier large weapon slots. Now they can.

MOD BONUS SHIELD RESISTANCES: Tweaked down slightly from previous change. Still significantly more than vanilla. If you dont like the reduced amount replace mod file with optional file in README folder.

SIEGE ENGINE DAMAGE: Tweaked up from previous change by 1 on each engine. If you dont like the increased amount replace mod file with optional file in README folder, for a lesser, but more than vanilla amount.

STRATEGIC RESOURCE HULL COST: Was not removed from some hulls. Now all hulls cost zero strategic resource and all AI economies are better.

VODYANI TWEAKS:
Vodyani were played poorly by AI because they expanded too slowly. They have recieved a minor buff and a minor nerf to balance it out. Basically they now expand quicker early game, and play taller, but their population costs more to balance it out. They can now compete with other AI empires because they have 5-6ish tall systems instead of 2-4 short systems by the end of early game.

First Arks are cheaper and cost Max - 700 instead of Max - 200. Arks also have +2 speed. This makes them expand quicker early game. Ark cost after the first 6 is almost irrelvant, anyway.

Cost to buy population is increased from 250 to 400 essence, to balance out above change to Arks.

Start of Vodyani main quest is delayed by 7 turns and starts on Turn 12 instead of Turn 5. Having (or not being able) to kill 4 pirates on Turn 5 would cripple the AI and slow it down even more.

Their population cap of maxed systems is now increased from 9 to 12 per system.

With those changes, AI Vodyani can now compete with other AI empires and can be a threat. They are still vulnerable to a bad RNG start, just like other factions though.

Update: 14 Sep, 2021 @ 1:28pm

Version 1.0 uploaded. Added example pictures.