Stellaris

Stellaris

RaiD AI 4.x
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Update: 27 Jun @ 7:42am

Version 4.3 reintroduces adaptivity (Test):
What are AIs supposed to do theoretically...

Adaptive AI:
Analyzes player strategies and adapts accordingly
Changes tactics every 10-20 years of play
Employs complex combinations of strategies

Difficulty Escalation:
Exponential growth in economy and military might
AI becomes stronger as the game progresses
Transforms into a galactic crisis in late stages

Coordination among AIs:
Formation of alliances against strong players
Joint operations and intelligence sharing
Diplomatic support

Psychological Operations:
Sabotage and propaganda
Demoralization of player populationMarket manipulation

Endgame Mechanics:
Transformation of AI into a galactic crisis
Technological singularity
Immortal leaders and super-intelligence

Balanced Bonuses:
Moderate modifiers (10-30%)
Strategic resources for AI
Different difficulty profiles

Update: 27 Jun @ 5:37am

Version 4.2
Duplicates removed:

Removed duplicate strategies: crisis_response and player_containment
Deleted custom-trigger strategies (economic_sabotage, carrier_counter) without vanilla equivalents in the API
Triggers fixed:

Added context any_owned_planet to infinite_growth_budget for free_building_slots
Replaced trigger in tech_budget with standard is_higher_tech_level_than
Used vanilla trigger any_system_within_border in expansion_budget
Implemented standard player strength check in player_containment_budget
Utilized native difficulty parameter in nightmare_budget
Switched relative_power to standard power with parameters
Changed is_player_powerful to a rank-based player strength check
Substituted is_difficulty_nightmare/veteran with standard difficulty checks
Replaced any_border_system with any_neighbor_country
Modified is_fleet_damaged to use fraction_ships_damaged
Transformed development_needed into free slots availability check
Updated has_resource_deficit to verify monthly income
Altered is_tech_superior to compare technology levels
Adjusted needs_power_boost to neighbor power comparison
Converted should_build_* triggers to tech-specific checks
Standardized is_difficulty_* to rule-checks
Fixed is_tech_superior by replacing it with is_higher_tech_level_than
Revised needs_more_unity to examine monthly unity gain
Clarified can_attack_with_full_fleet conditions
Refined is_preparing_for_war requirements
Problematic triggers removed/replaced:

has_utopia_dlc (duplicates built-in functionality)
player_uses_carrier_strategy (unrealizable via vanilla means)
Triggers adapted:

is_fleet_damaged replaced with fraction_ships_damaged > 0.1
is_in_system_with_repair_starbase updated to check for shipyards
Proper scopes added
Structure:

All parameters consolidated under one block named NGameplay for proper functioning
Duplicate sections deleted
Nonfunctional effect removed:

handle_crisis_effect completely removed as incompatible with API:
Declaring wars through effects not supported
AI strategy settings must be done separately
Crises handled through event system
Format corrected:

Effects declared using scripted_effect = { name = ... }
Ellipses (...) removed due to invalid syntax
Mandatory closing brackets added
Parameter names standardized:

Naval capacity parameters aligned with vanilla format:NAVAL_CAPACITY_USAGE_PEACETIMENAVAL_CAPACITY_USAGE_PREWARNAVAL_CAPACITY_USAGE_WARTIMECompatible with game_rule from Stellaris APIAll required elements present: name, group, category, options, default
Building speed bonuses:

SHIP_BUILD_SPEED_BONUS
STATION_BUILD_SPEED_BONUS
PLANETARY_BUILD_SPEED_BONUS
AI-specific parameters prefixed:

Parameters affecting AI behavior now start with AI_LEARNING_ADAPTATION_RATE → AI_LEARNING_ADAPTATION_RATESTRATEGY_ADAPTATION_SPEED → AI_STRATEGY_ADAPTATION_SPEEDTHREAT_ASSESSMENT_MULTIPLIER → AI_THREAT_ASSESSMENT_MULTIPLIER
Grouping optimized:

Parameters grouped by function:TechnologyEconomyMilitary prioritiesFleet parametersAI logicMod-specific parameters
Logic fixed:

Added restriction is_ai = yes for applying modifiers
Corrected visibility areas (owner instead of root)
Broken triggers replaced with vanilla ones
Complex logic simplified
Modifiers balanced:

Significantly reduced bonuses (from 50–90% to 10–20%)
Overpowered bonuses (storage_mult, resource output) removed
Balance maintained across difficulties
Optimization achieved:

Duplicate effects removed
Logic simplification
Nonworking code parts eliminated
has_resource_surplus: added explicit AND operator
is_planet_inefficient: replaced with standard pop unemployment checks
needs_emergency_repair: clarified damage threshold
Duplicate events removed
Planetary event logic simplified
Similar effects merged
Core compatibility ensured:

Custom parameters without prefixes removed
All custom parameters marked with comments
Original mod logic preserved
Only vanilla triggers and conditions used
AI behavior follows original rules
Visibility requirements met
Only documented Stellaris keys utilized
No custom or undocumented parameters
Format compatible with all Stellaris versions 3.0+
All triggers and effects converted to vanilla format
Visibility requirements followed
Documented API exclusively used
NSC3-specific elements addressed:
Replaced nsc3_tech_unlocked with specific tech check
Ship components refined
All triggers utilize only documented API
All broken conditions fixed
Visibility requirements adhered to
Problematic events removed:
Events directly declaring war (unsupported in API)
Mass fleet creation events (break balance)
Duplicate events (IDs 100, 1, 2)
Nonfunctional events (handle_crisis_effect)
All events use only vanilla effects
Broken operations (merge_fleets, resettle_pop) fixed
Visibility requirements respected
NSC3 integration simplified:
Unnecessary autodesigns removed
Basic bonuses retained
Typos corrected:

ESPIONAGE_SCALE → AI_ESPIONAGE_SCALE
MULTIPLIER → MULTIPLIER (case correction)
Starbase constructions:

Custom keys (building_slot, module_slot) replaced with vanilla equivalents:starbase_buildingstarbase_moduleshipyard instead of shipyard_slot
Syntax corrections:

All triggers brought to vanilla format without custom conditions
Scopes corrected for planetary parameters
Complex conditions simplified using standard operators
Quotes added for target = "player"
Scope fixes applied to triggers
Logical values properly formatted (yes/no)
Block nesting correct
Capital_scope and current_system scopes fixed
While loop replaced with repeat for compatibility
Resource comparison operators corrected
Quotes added for string values
Fleet commands adjusted: set_fleet_order instead of order
Building identifiers quoted correctly
Fleet repair conditions clarified
Nonexistent triggers (relative_power, country_power) replaced with vanilla alternatives
Proper scopes used (any_owned_starbase, any_owned_planet)
String values quoted appropriately
Unrealizable blocks removed:

handle_crisis_effect (non-standard actions involving war declaration)
counter_player_strategy (nonexistent triggers and effects)
Nonfunctional effect removed:

handle_crisis_effect fully removed because it's incompatible with API:
War declaration through effects unsupported
AI strategy setup requires separate files
Crisis handling delegated to event system
Military operations:

Ship creation with proper scope fixed
Fleet commands (set_fleet_order) corrected
Fleet repair conditions clarified
Option parameters:

All option fields include mandatory name and description
Difficulty variants correctly set achievement_eligible = no
Default value clearly indicated
Localization ready:

All strings prepared for localization
Descriptions clearly explain differences between difficulties
Commonly accepted difficulty terms used
Considering all feedback, we decided to implement a major patch for version 3.8–4.0 based on data provided at https://stellaris.paradoxwikis.com/Modding#Stellaris/common/. A thorough review of existing mechanics was conducted along with optimization measures to ensure everything works smoothly without causing performance issues.

Update: 27 Jun @ 1:23am

Version 4.0
1. All syntax errors have been fixed.
2. Duplicate events have been eliminated.
3. Triggers and conditions have been optimized.
4. Compatibility with DLC has been improved.

Update: 14 Jun @ 3:58am

Version 3.99c
Fix for empire relations upon first contact

Update: 13 Jun @ 11:52pm

Version 3.99b
Fixed behavior. At the start of the game, the AI receives basic modifiers, but without aggressive behavioral flags.

Update: 13 Jun @ 11:04pm

Version 3.99a

I. Visibility scope for policies and modifiers has been fixed.

II. Compatibility with NSC3 has been improved.

III. Crisis response system has been optimized.

Update: 13 Jun @ 9:40pm

Version 3.99

I. Triggers for budgets and strategies have been fixed.

II. All syntax errors have been corrected (extraneous/missing parentheses).

III. Improved ship creation logic (proper resource validation).

IV. Optimized planet and habitat development events.


Update: 12 Jun @ 11:32pm

Working on the transparency of the mod for the game.
The mod structure has been optimized for better functionality with the game.

Update: 8 Jun @ 6:13am

Version 3.93
The AI's behavior in repairing its fleets has been revised

Update: 8 Jun @ 3:33am

Version 3.92
Pop Optimization