Stellaris

Stellaris

Administrative AI [Now with Civics!]
122 Comments
ÆtherNomad 17 May, 2022 @ 7:55am 
I know an update is likely not gonna happen, but... I wish for it anyway ;_;
Grendain 29 Apr, 2021 @ 6:39am 
Patience :)
Irbynx  [author] 29 Apr, 2021 @ 12:24am 
I haven't played or modded stellaris in ages. Unfortunately I'll be spending my time elsewhere, so this mod will not be updated, although I will not be opposed to someone picking it up for maintenance.
Grendain 28 Apr, 2021 @ 10:50am 
Pls update 3.0.1
catvanbrian 13 Jul, 2020 @ 8:49pm 
You need to update for the lithoid robot, make anti-biocracy have robots for bureaucrats and agreeably fix the machine upriseing problem if not make a unique type of machine uprising.
✧Starshadow Melody✧ 3 Apr, 2020 @ 8:11am 
That reminds me I've never actually hecked around with playing a megacorp...
Irbynx  [author] 3 Apr, 2020 @ 2:07am 
I could try to make it, although I'm not entirely sure if it'd be decently balanced if I'll make it allowed for any empire. There's a lot of things you can potentially do with the branch offices in terms of design, though, but I'm not sure I can dedicate time for modding to make them happen. So basically maybe, but not guaranteed.
Name-Giver 2 Apr, 2020 @ 8:42pm 
This is one of my favorite mods and I'm hoping it gets updated. That said, there is one feature in your mod that I believe is very useful: The iability to choose a civic that allows you to build branch offices without being a Megacorp. I believe the branch office is one of the most underused features. So, could you please make a standalone mod that allows you to function as a megacorp (building branch offices) without being a megacorp?
ThePionier 23 Mar, 2020 @ 8:29am 
Thanks for your work with the mod :)
Irbynx  [author] 23 Mar, 2020 @ 8:12am 
I'll update it soon-ish. No Origins planned - Administrative AI still makes more sense as a government form. So far doesn't seem to be anything that the update has changed that affects the mod, so it might be still safe to use.
ThePionier 23 Mar, 2020 @ 3:48am 
Hey!
any News from Update for 2.6? I hope of the Administrative AI Origin!
catvanbrian 13 Jan, 2020 @ 4:43pm 
thanks
Irbynx  [author] 10 Jan, 2020 @ 5:58am 
Here's the wiki link that explains it [stellaris.paradoxwikis.com]
catvanbrian 9 Jan, 2020 @ 7:18pm 
Also can you link me to a page that shows how to add the Admin AI to the civics without the game messing up please. I would appreciate it.
catvanbrian 9 Jan, 2020 @ 7:17pm 
thanks
Irbynx  [author] 8 Jan, 2020 @ 11:23pm 
I think Ethics and Civics Alternative has strict demands on government form for their specific civics; namely the local socialist civic demands "Direct Democracy" government form (which Administrative AI couldn't really represent). I'm not sure if it would make sense for a lot of the civics in ECA mod that have Direct Democracy as requirement to also accept Administrative AI as requirement. If you want to home-rule to make those civics function, however, feel free to add the administrative AI government form into these civics as a potential requirement.
catvanbrian 8 Jan, 2020 @ 6:06pm 
I'm trying to use this with Ethics and Civics Alternative mod but it is not allowing me to use most of the civics especally the socialism civic. can you please help. should I add the Admin AI government class to each and every civic in Ethics and Civics Alternative mod?
Irbynx  [author] 30 Oct, 2019 @ 11:59pm 
Hey, so in regards to not updating this mod in a while - I'm currently waiting on news about Federations + free patch to see how much changes would need to be made for the mod to function with that update. As far as I can tell, it should still be working properly on current version. Balance pass will come after Federations, so for now it'll stay as it is, but the mod is not abandoned.
RandomEdits 28 Oct, 2019 @ 2:23pm 
I can finally play as a government that actually works! All hail our all seeing machine overlord!
Phoenixblood 2 Oct, 2019 @ 12:38am 
There currently are 2x Materialist only Civics for this mod, but no Spiritualist civics (I know spiritualist robots arent optimal) but an AI which runs the country like a god (benevolent, we have terror engine for malevolent AI ruler), and adds some sort of +% unity output job would be interesting, something like 'God-Machine' or 'Ritual Protocols' or something like that
Irbynx  [author] 17 Sep, 2019 @ 12:35am 
I'll probably do something like that, yeah. Might have to make the civic explicitly incompatible with synthetic ascention unfortunately because I don't see an elegant way out of it (unless I create a civic that replaces it when you get ascention)
Phoenixblood 16 Sep, 2019 @ 11:57pm 
Another option for post-scarcity is to have each of the jobs provided give +assembly speed % instead of base assembly speed, and give each job -pop growth speed % instead of it being on the civic. for example, each job is -15% pop growth speed, but +25% assembly speed, so with 4 of the jobs, its -60% pop growth, and +100% assembly
Phoenixblood 15 Sep, 2019 @ 12:22am 
So, I have found that the Post-Scarcity civic post synthetic ascension (and in general), is a bit strong. the +2 pop assembly per job (which is then multiplied by your assembly speed modifiers) is just a bit too much, I would suggest lowering it to +1 per job instead, but lowering the organic growth penalty from 75% to 50%, this would make it more useful early game, and not so overpowered later on
Alyssa "Jeanne" Kubaimiko 14 Sep, 2019 @ 9:25pm 
Oh wow! This sounds awesome! Time to play with murder-machines~!:summer2019boost::summer2019city:
Irbynx  [author] 31 Aug, 2019 @ 2:06pm 
I see. Unfortunately, I'm not interested in collaboration at this time (mostly due to limited personal time), so I can only wish you good luck in your attempt!
N057R4D4MU5 31 Aug, 2019 @ 12:53pm 
Irbynx, firstfull i mode alone so thats why i asked for help.
About project, fusing will rely on creating one authority with civics of AAI and MC, ones will be fused together like Anti-Biocracy (AAI) and Problem Solver (MC), because these two civics are similar. I will be fusing also others civics and adding more, independent or not like. One more thing about my mod is base for authority will be MC and other things, that adds AAI like robotic leaders and ruler jobs will be in one civic.
Irbynx  [author] 31 Aug, 2019 @ 6:48am 
The mods should be compatible out of the box if you want to install both of them. You can fuse them if you want (and if the other modmaker is okay with it), with credit to origional preferably but I have no idea what do you want to do in particular to "fuse" them
N057R4D4MU5 31 Aug, 2019 @ 5:30am 
Hello, Irbynx.
I came up with an idea to fuse your mod with similar mod - Master Computer, but i need permission. Can you gave it to me, because it's brilliant and interesting idea. Btw. i need some help with fusing that mods, because it will be difficult. (sorry for my english, but you get the point)
✧Starshadow Melody✧ 7 Aug, 2019 @ 11:22pm 
tbh one energy at one civic seems a lot more reasonable. That said, if it's THAT bad, maaaaaybe go further than that...
Irbynx  [author] 7 Aug, 2019 @ 1:45pm 
I'll see if I can tweak it tomorrow to be less harsh
AlienFromBeyond 7 Aug, 2019 @ 12:03pm 
Well then the current upkeep scheme might be a bit much, I start losing energy immediately at the start of the game with just one of the civics, even if I start closing ruler jobs to save energy. if I have two the game is unplayable, and since the civics aren't mutually exclusive with each other a random empire could get two and be completely crippled (the AI is not smart about such things).
Irbynx  [author] 7 Aug, 2019 @ 1:25am 
It's "Administrators", which includes a lot of ruler jobs, but doesn't include such jobs as "High Priest", "Science Director" and "Noble" (these have their own categories). I kept it to administrator category because it's the category of jobs that you get from the administrative AI civics that give you these jobs. Paradox didn't make it extremely obvious that some of those are categories that can include multiple jobs (For example, metallurgists include the metallurgist job and the odd factory worker job, researchers category includes science director and a basic researcher and priests include normal priests and high priests).
AlienFromBeyond 6 Aug, 2019 @ 2:30pm 
Is the intent for the Administrator upkeep to instead be for every Ruler Job, or just Administrators? Because boy do all my Rulers except Science Directors (and probably High Priests/Nobles?) get the increase. 375 increased energy upkeep per plant in my empire from the change, there goes that run (though I had effectively already won so not that broken up about it). From what you said it affecting almost all Ruler level jobs seems to be the intent, in which case maybe the civics need localization to that effect instead of saying "Administrator Energy Upkeep". It definitely changes the math heavily, and I'm not sure if it's a case of maybe being a bit too high, or just needing to not go so ham on the extra job civics. I'll do another run soon and see how it feels.
Irbynx  [author] 6 Aug, 2019 @ 6:42am 
Note that the upkeep costs can potentially scale beyond 4 civics obviously, so if you have a mod that can grant you more civic slots, you'd be able to make your administrators even more expensive if you would so desire.
Irbynx  [author] 6 Aug, 2019 @ 6:41am 
I have added exponential energy upkeep costs for the civics that give robot ruler jobs (AKA the costs scale exponentially with every such civic you get). They start at 1 for no such civics, 3 for 1 civic, 6 for 2 civics, 10 for 3 civics and 15 for 4 civics. This is energy upkeep per every administrator job , which means that the growth of upkeep is exponential in several ways.
Irbynx  [author] 6 Aug, 2019 @ 12:55am 
Might have to introduce additional upkeep to these jobs specifically to balance it out; will get to it when I'd have a bit more time today
AlienFromBeyond 6 Aug, 2019 @ 12:08am 
The unique civics are pretty cool, but the ones that give extra jobs (not just job replacements like Technocracy and such) seem just plain too good. You can get up to 9 or even 12 extra very powerful ruler jobs from a maxed Administrative Nexus, and it only gets better if using other mods that let you get more civic points. It's just so incredibly efficient on top of the base effects these civics give.
Theobald 5 Aug, 2019 @ 9:50am 
Woah that was amazingly quick. Thank you !
Irbynx  [author] 5 Aug, 2019 @ 9:31am 
Allright, the change was surprisingly weirder than I expected, but the spawn rate for administrative AI empires should be lowered. Try it out and see if it's better now.
Irbynx  [author] 5 Aug, 2019 @ 8:42am 
Scratch that, found a way to implement it. Hopefully it's working the way I hope it does. I'll update the mod soon with the weighting changes.
Irbynx  [author] 5 Aug, 2019 @ 8:38am 
I don't want to limit it based on ethics (for example, there's no real reason an egalitarian empire wouldn't use an impartial AI to avoid inherent greed and power trips of organics), but I do want to find a way to make AI spawn with Administrative AI less often, yes. At the moment I don't see organic ways to make it less common, however; some special civics can have their likelihood adjusted, but I don't see a similar parameter for the authorities at the moment. Other solutions might be too crude and cause a lot of issues, so I'm a little hesitant to implement them right now.
Theobald 5 Aug, 2019 @ 8:33am 
Have you considered adding some prereqs for taking this authority ? (like materialist or authoritarian+materialist)

May be caused by my mod build but i'm getting an awful lot of Admin AI players in my games.
Theobald 14 Jun, 2019 @ 3:22pm 
Done
Irbynx  [author] 14 Jun, 2019 @ 4:45am 
Can you post the error log in the Bugs discussion?
Theobald 14 Jun, 2019 @ 2:03am 
Hi,
I'm getting a crash linked to the robot_admin_event.txt file at a fixed date, every game, during the first year. No luck resolving it atm, crapton of mods.
Irbynx  [author] 4 Jun, 2019 @ 9:42am 
So far the mod seems to be stable and I don't see anything in the changelog for 2.3 to suggest it will be otherwise. I'll need a playthrough to confirm, but so far it seems that it should work with 2.3; not updating it with a new checksum for now because I still need more time to be 100% sure
JessHorserage 4 Jun, 2019 @ 9:38am 
Cheers brah.
Irbynx  [author] 4 Jun, 2019 @ 9:33am 
I'm trying to launch game atm, dealing with bugs. Will try to see if the mod needs an update at all and patch if needed.
JessHorserage 4 Jun, 2019 @ 9:31am 
Alert, the whole, 2.3 has hit, if this hasn't been abandoned and you have some free time, do it, it would be quite neat.
tseikk1 29 May, 2019 @ 2:33am 
That's what I did, but it gets really tiresome to do with large empires. A big shame, because this mod is very cool otherwise but that kinda makes it unplayable to me.