Stellaris

Stellaris

AI Core Governor
62 Comments
Carl The Compressed  [author] 25 Jun @ 3:43am 
@Vlad_1492

Thanks for the report!
This issue is known, and it comes from the game side. Since version 4.0, on_destroy actions have stopped working in Stellaris (you can see the same problem with the Ranger Lodge building — it no longer removes its own blocker when destroyed, even though it has code to do so). Can't fix the game itself. Hopefully issue will be resolved in a future patch.

Probably will make a special decision as a temporary solution, but now best course of action is to upgrade building via decision, and then "decline" the leader in recruit window.
Vlad_1492 25 Jun @ 2:50am 
Seems that if you demolish the the Core Center before removing the AI, the AI governor remains in place and isn't able to be removed.
Carl The Compressed  [author] 24 Jun @ 7:22pm 
Hey everyone!
Sorry for the long silence — Had to focus on finishing university.
I'm back now and have added a small new feature: AI Cores can now be inbuilt directly into the planet as a deposit instead of a building (you still need to construct building first).

@de Grizz
Спасибо за лестный отзыв, фичу добавил.
Abusabus 24 Jun @ 8:38am 
I miss this mod, anyone have a fix?
j.yellow28 22 May @ 8:56am 
any plans to update this mod to new 4.0. With changes with build slots on planets changing, Makes having it a building hurt alot more.
de Grizz 8 May @ 12:16pm 
отличный был мод, но после 4,0 на планетах со слотами под здания стало совсем грустно, в случае обновы, может есть возможность реализовать работу губернатора через планетарный депозит и решения, вместо зданий
kongyo11 26 Jan @ 3:00pm 
事後報告になりますが、和訳パッチを作成させて頂きました。
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3413295959
Carl The Compressed  [author] 19 Jan @ 1:10pm 
@dust_on_the_code

Hi, and thanks for the suggestion! I actually know about the problem with council traits, but I just haven't been able to find a way to prevent them from appearing.

I tried to make it less of an issue by adding some pre-set traits on higher core tiers and increasing amont of trait pick options, but that's all I can do (as far as I know).
dust_onthecode 19 Jan @ 10:52am 
hi there i got a sugestion if possible can it be made so the ai core leaders can't get counsil traits? its a bit anoying having to rebuild the building due to getting nothing that isn't counsil traits
pkp碧琪73 8 Dec, 2024 @ 2:55pm 
远神 启动!
why not just use the stickers from Starsector
Geki 6 Sep, 2024 @ 4:59pm 
Does the AI become Sector Governor too?
MaxiundMicky 31 Aug, 2024 @ 9:27am 
Hello, I have a suggestion. I've recently had the situation where I've gotten Gray as a legendary paragon, but found myself unsure about using it as the AI governor has a great bonus trait. It could be fun to have an integration option of Gray taking over the AI core if you get him as an official that gives him the AI core trait
Carl The Compressed  [author] 17 Aug, 2024 @ 4:19am 
Issue fixed
Carl The Compressed  [author] 14 Aug, 2024 @ 8:51am 
@immortalartisan

Thanks for report! That’s strange, I guess even AI need some rest from time to time. I'll look into it.

I don't have access to laptop with mod files right now, so fix will be delayed. Sorry for that.
immortalartisan 12 Aug, 2024 @ 10:50am 
i had to demolish and rebuild the core building to get them back but they kept their traits.
immortalartisan 12 Aug, 2024 @ 10:49am 
for some reason my ai govner officals retire after 80 years?
Random Freedom Stalker 30 Jul, 2024 @ 5:34am 
Starsector in stellaris :Myo:
Krieg Grenade Man 19 Jul, 2024 @ 12:26am 
thats fair, might be an interesting projct to work on if youre interested, thanks :3
Carl The Compressed  [author] 17 Jul, 2024 @ 1:09pm 
@Krieg Grenade Man

Sorry for the late reply. It’s, probably, possible. But first, I haven't really worked with planetary features, so I'm not sure how to implement it through them. And second, it will definitely take some time to rewrite the current system with buildings and make the AI use it.
Krieg Grenade Man 23 Jun, 2024 @ 9:14am 
would it be possible to have a variant that makes it a planetary feature instead of a building, building slots are quite valuable
Carl The Compressed  [author] 21 Jun, 2024 @ 8:19pm 
@lyndy

Yes, there is. I actually messed up the description for the English language and didn't notice it for two months. Thank you so much for pointing it out!
Carl The Compressed  [author] 21 Jun, 2024 @ 8:05pm 
@DragonMaddex

Hmmm... strange.
I checked several scenarios, but I couldn't reproduce it. Could you please provide a bit more information? If you use mods that change capital buildings, that probably can be the reason.
DragonMaddex 19 Jun, 2024 @ 1:41pm 
I can not build the planetary alpha core, i think it no longer sees a planetary capital
Thorion 17 Jun, 2024 @ 9:14pm 
Is there an English translation
AngelEndOfTime 13 Apr, 2024 @ 2:40pm 
Starsector)))
Carl The Compressed  [author] 11 Apr, 2024 @ 12:37pm 
@f2p moment

Спасибо за отзыв! Скорее всего я создам вторую, более сбалансированную версию мода, либо понерфлю баланс здесь, и создам копию со старым балансом. Создал обсуждение, где остальные тоже могут рассказать об опыте игры с данным модом или поделиться предложениями касательно баланса игры. Подожду пока побольше людей выскажутся и уже на основе этого будет понятно как реализовать вторую версию.

Everyone can check new discussions and also help with mod balancing, or just share their experience (which also helps).
one third of a stable person 11 Apr, 2024 @ 7:03am 
Вопрос: Я понимаю что бонусы взяты из Starsector, но может изменить их? Просто странно выглядит что Гамма ядро даёт бонусы для продвинутых ресурсов, когда последующее Бета -- для базовых. Да и в целом, бонусы стоит несколько уменьшить и перевести в процентные, баланса ради. А в остальном всё просто великолепно!
Carl The Compressed  [author] 6 Apr, 2024 @ 4:38pm 
@Caramel

Thanks for suggestion! It's quite hard to mod something to building upgrades: there are many issues with removing and spawning leaders in upgrade case (as well as attempting to manually demolish the building by the player).

However, I have added ability to upgrade buildings using planetary Decision.
Caramel 5 Apr, 2024 @ 8:05pm 
Hey um, idea, can you make the cores upgrades of each other rather than each being a unique building? Or atleast allow one to be replaced by the other without having to delete the core?
immortalartisan 31 Mar, 2024 @ 11:22pm 
i would like to imagine the catalytic techs were just clearing out random hunks of iron and silica from the food hoppers
Carl The Compressed  [author] 31 Mar, 2024 @ 10:59pm 
@immortalartisan

Gamma trait fixed, thanks for report
immortalartisan 31 Mar, 2024 @ 9:20pm 
over sight in the ai core trait means that catalytic processing empires receive minerals via negative mineral upkeep on catalytic technicians
Carl The Compressed  [author] 31 Mar, 2024 @ 3:53pm 
First Real Update!

In short: Bots now can use buildings from this mod, some trade value bonuses (to make Tri-Tachyon happy) and some fixes.

I still have plans for bigger things like events, fleet leaders, and etc. Just not right now and not that fast due to university. I read all your comments and appreciate all feedback and suggestions.

Thank you all!
Byzz 31 Mar, 2024 @ 3:46am 
0/10 after installing AI Governors the Hegemony suddenly started appearing at my door step and conducting investigations.

(it's a 10/10)
Flym 30 Mar, 2024 @ 9:42am 
i need to construct one on each planet or one per sector ?
Seti 29 Mar, 2024 @ 8:39am 
i was just playing starsector lmaooo
Liberator 29 Mar, 2024 @ 12:41am 
that's amazing. if create more variation for Sapient Combat AI (stronghold world), for precursor empires (dark matter) and other mods (ACOT). That mod TOP tier, S class even SSS
Chudwig 28 Mar, 2024 @ 4:24pm 
Don't tell the Luddic Path.
Visari 28 Mar, 2024 @ 2:14pm 
Uh oh, someone call the Heg! The [REDACTED] are invading Stellaris again!
Dawid 28 Mar, 2024 @ 12:15am 
should be only for Synths Empires, Cybernetics and Machines.
shipfun2 27 Mar, 2024 @ 7:26pm 
I'm gonna get the heg
Someone 27 Mar, 2024 @ 12:42pm 
Really cool idea, any chance of an Omega Core governor?
Terar 27 Mar, 2024 @ 12:42am 
We all know how this will end...
NotNitehawk 26 Mar, 2024 @ 8:29am 
Could you rename the mod, in the descriptor, to "AI Core Governor" so it's easier to find in mod managers. It's name is currently "AiCore" which means that searching "AI Core" or "Governor" returns no results.
Carl The Compressed  [author] 26 Mar, 2024 @ 5:29am 
@jackyboy12
Thank you for reporting the bug! I noticed that issue while developing the mod, but forgot to rename the building, so one structure was overwriting another. Made a litle fix, so now everything should work.

@Skogen
A reasonable point, I didn't consider it might not be entirely intuitive, I'll fix it right after I'm done with the bots.
jackyboy12 26 Mar, 2024 @ 3:59am 
the machine intelligence tech tree has a different final tech called Positronic Processors and i don't think the final tier of the building is unlocked when researching it, is this intended, also i love the mod
Skogen 25 Mar, 2024 @ 11:09am 
Great mod, but i would suggest removing the

potential = {
NOT = { has_building = building_planetary_node_center_beta }
NOT = { has_building = building_planetary_node_center_alpha }
NOT = { has_building_construction = building_planetary_node_center_beta }
NOT = { has_building_construction = building_planetary_node_center_alpha }
}

from the building code, since the only thing it does is hide the building from the building list, when a condition is not met.
The "allow" block already blocks the buildings from being built if a condition is not met, so having them be hidden as well makes it impossible to see why a building isn't buildable without going into the code yourself.
Carl The Compressed  [author] 25 Mar, 2024 @ 12:30am 
@Elementyo
Thanks for sharing suggestions!

In the next update, bots will be able to use this mod, and as a result, some of the restrictions/conditions for buildings will be revised (I forgot a few details).
I like your ideas regarding restrictions; in fact, you've outlined a rough model of how bots will choose which tier of core to build. As for players, I don't want to overly restrict their fun.

Regarding events when AI Cores are removed: I had plans for this, but I currently lack the knowledge & time to implement it. However, I do intend to introduce events for core removals (preferably ones as impactful as in Starsector).
Element 24 Mar, 2024 @ 11:35pm 
Events when removing cores. A beta core wouldn't have any issue being removed while an Alpha would fire off events like lowering encryption by leaking keys galaxy wide, informing empires of clandestine operations to lower opinion of anybody you used operations on or other stuff. It could be avoided if you set up an emergency killswitch nuke on-site and beta ai assisted data monitoring (or some other cool sounding tech stuff) that costs some kind of additional upkeep on that planet.

Maybe an increasing happiness debuff as the level of core increases as it pushes workers to work much more efficiently to increase output at the cost of their wellbeing, as the main goal of the A.I is output. Could work well with core removal events.
Element 24 Mar, 2024 @ 11:35pm 
Some random suggestions. idk difficulty of implementation but they sound cool :

Maybe limit spiritualists / fanatic spiritualists from using it unless they have that one tech civic since why would people who dislike robots let A.I run a colony. Might be hard but potentially even give them a moderate dislike / wargoal towards empires using them.

Only materialist / empires with different tech civics can use the highest tier of A.I core, as a little bonus since I think most empires would be reluctant to use such advanced / dangerous tech. Might not fit too much since it's basically just an exclusive buff to materialists.