Stellaris

Stellaris

More AI Bonuses
22 Comments
Bald 8 Apr, 2021 @ 11:47pm 
Tested, still work :)
if @Vaeringjar still alive I suggest improve more it... AI really need more help, and anyway if someone use this mod its coz like play hard
+20 admin cap vs +50% admin cap
+10% pop growth vs 30%-50% pop growth
+10-15% (not sure) research speed vs 30% research speed
Regards
Natro166 14 May, 2020 @ 12:58pm 
Does this still work? We need this mod!
Zenith 31 Aug, 2019 @ 12:19am 
Question: How much do I have to buff an AI empire to make it an actual threat?
Answer: Yes.
Vaeringjar  [author] 6 Jun, 2019 @ 2:10am 
should work just as fine for 2.3, but I probably won't be making further adjustments for a while
Vaeringjar  [author] 28 Apr, 2019 @ 9:52am 
Update:

> -20% blocker clearing cost
AI doesn't know how to stack cost reduction, nor does it move such governors on demand.

> +10% pop growth
AI doesn't maximise pop growth like a player does.

> +10% research speed
AI does not benefit from combat debris.

> +10% combat disengagement chance
AI has no idea how to choose good admirals, such as prioritising "Trickster" and avoiding "Unyielding".

> +15% sublight speed
Not uncommon for AI to go full retard on their strategic fleet movements.

> +2% ship hull & armour regeneration
AI often doesn't repair ships before deploying them.

Character limit. See mod description for slightly longer mocking of AI.
LDL 12 Apr, 2019 @ 6:52pm 
alright, thanks you for the response, also i do use GAI.
Vaeringjar  [author] 12 Apr, 2019 @ 1:26am 
@Last Dragon Lord
if not already, I recommend using Glavius AI. It's also common for mods to benefit the player more than the AI, either the AI isn't told how to efficiently use the new stuff (or just can't be told to), or the things added benefit players too much due to our ability to make the most out of things. So I suppose you could revise the mods you use as a last measure. You could also try modding a bit, you could unzip this mod into the stellaris mod folder, then add the pop growth modifier to it (see the wiki for a list of modifiers, search for growth), though I don't know how well pop growth by itself would work for the AI. You can also adjust your gameplay style, make some RP that makes sense for you and somehow nerfs you a bit, for example life-seeded where you don't acquire new species and won't genemod habitability.
LDL 11 Apr, 2019 @ 8:35pm 
hi, is there anyway for there to be another mod like this but with the pop growth increase to these Ai, cause late game the pop just cant keep up to stupid buildings and costs and often become pathetic, i just a bunch of mods, to much to list. but every game of infinite Stellaris Sessions ended the same, Ai is light years behind
Vaeringjar  [author] 6 Apr, 2019 @ 1:12pm 
Small update.

Changed check period from monthly to every 2 years. Tiny performance improvement but everything from all mods adds up. No need for AIs to have it the 1st 2 years as their bonuses makes their early start fairly strong anyway.

Made it MP friendly by making the check remove the modifier from non-AIs.
Ayano Arisugawa 27 Mar, 2019 @ 8:04am 
That is great, thanks for the answer :D
Vaeringjar  [author] 26 Mar, 2019 @ 9:36pm 
@Ayano Arisugawa
"100% compatible, no vanilla file conflicts"
Yes it is, I also use it together with Glavius AI myself.
Ayano Arisugawa 23 Feb, 2019 @ 8:40am 
is this compatible with gladius ai? Iam stupid so i ask C:
Vaeringjar  [author] 5 Feb, 2019 @ 5:19am 
UPDATE: research bonus now 15% (AI doesn't know how to make use of Scientist research bonuses); added -100% genemodding cost because AI is retarded and will genemod one pop at a time
Vaeringjar  [author] 13 Jan, 2019 @ 8:15am 
UPDATE. Tweaked values, removed the ship upkeep bonus and added a tech bonus. See "change notes" for details.

Also, I advise using a mod that disables piracy. I could add that to here I guess, let me know what you think.
Vaeringjar  [author] 1 Jan, 2019 @ 8:47am 
@WERWOLF-SS
yes and yes, it works fine mid-save
WolvesofZiu 21 Dec, 2018 @ 12:26am 
Does this mod apply the bonuses automatically? Does this mod work with saved games?
Vaeringjar  [author] 15 Dec, 2018 @ 4:26am 
no, not at all, this event is as simple as it gets, it goes through all nations, checks if it is a normal one, if so then gives it the modifier, every month. That's like 30 checks, it's insignificant in the scheme of things and won't affect performance the slightest. I understand your concern though, I'm performance-biased myself, so I always have that in mind when modding, but this mod here is just too simple.
Leviathan 15 Dec, 2018 @ 12:38am 
If you are doing this event monthly, isnt it going to affect performance with many nations?
given the type of modifiers you give them, i believe bi-annually should be more than enough even for newer empires to receive the modifier.
Vaeringjar  [author] 13 Dec, 2018 @ 7:05am 
alright, less fancy but more pragmatic preview image, and fixed a small issue that also improves compatibility
Vaeringjar  [author] 13 Dec, 2018 @ 6:23am 
good point, I'll update soon, need to test out something with compatibility

the pic basically represents my frustration with the AI XD
barran1515 13 Dec, 2018 @ 5:54am 
Just one person's opinion, but I think the picture and title might be a bit misleading, made me think of just giving them more resources. Maybe use that as a background and add what you actually change on top.
Life is Comedy 13 Dec, 2018 @ 5:27am 
interesting... Could be a good way to compensate until -hopfully- the programmers finish to polish the AI. I dislike the flat production bonuses because it means the AI does have X much ressources than you at same empire extension wich can become quite frustrating.

I will definitvly try it out !