Stellaris

Stellaris

848 ratings
AI Game Performance Optimisation 4.0
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4.026 MB
1 Aug, 2020 @ 3:22pm
4 Jun @ 3:22pm
59 Change Notes ( view )

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AI Game Performance Optimisation 4.0

Description
This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among other things. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the AI's gameplay.

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What the mod does to effectively boost performance:
  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).

  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).

  • Modifier Updating Optimisation: Reduces the burden of updating modifiers by decreasing their update frequency to 3 times per month (optional).

  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).

  • Disable AI Omnicodex Relic: Stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species (optional and configurable).

  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).

  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).

  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.

  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).

  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, destroyers, and cruiser by putting a cap on corvettes and frigates to 60, destroyers to 30, and cruisers to 15 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser, and 2 cruisers are replaced with a battleship. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This only occurs when possible e.g., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).

  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.

  • Restrict AI pop count: Reduces the AI's and/or player's pops by introducing a scaling modifier on each planet individually (based on pop number); giving negative pop growth speed and pop assembly speed (notably) which is compensated with positive pop resource production (among other things) and diplomatic weight from pops. This should also provide a high performance boost, maintaining a reasonably balanced AI/player gameplay (optional and configurable).

  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); 'Disable AI Hyper Relays', 'Improve AI unemployment', and 'Restrict AI pop count' (optional).
Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:
- Lower habitable planets
- Lower guaranteed planets
- Lower pop growth

Latest update:
- The optimisation "Improve AI unemployment" now works in 4.0 as well.
- The optimisation "Restrict AI pop count" has been retired due to pops not being a significant source of performance issues anymore.
- The optimisation "Restrict AI Corvettes/Frigates" now also accounts for bioships in the conversions if the respective empire uses them of course.

Future development:
- Prevent AI from taking genetic ascension to prevent sub-species.
- Construction ship and/or science ship limit.
- Look into pop groups and how they affect performance (if so, change migration policy for AI etc).
- Look into deep space citadel platform spam.

- If you think there is a problem with the AI that slows the game, then don't hesitate to comment it below, pop it in the discussion, or let me know it the discord!

Additional information:
- Mostly compatible with current save game but some of the features will not work and will not break the game if enabled.
- Compatible with Glavius and Starnet mods.

Supported Languages:
- English
- Polish - requested and translated by Ereno
- Not used (outdated); French - requested and translated by Cerodan

Compatibility:
- Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).

Mods that edit Hyper Relays economic category or the mentioned ascension perk will conflict those options. Mod should be placed at the very end (at the bottom). When this mod is not prioritised in the load order (where conflicting mods exist), this will stop some of the features of this mod from working, but keep the edits of the other conflicting mods. In short, it will only conflict with the mentioned bits.

Other mods:
Ultimate Automation
Original Origins, Traits, and Civics
Cleanse & Rebirth

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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Donated This Month: £0
Popular Discussions View All (3)
25
25 Jun @ 4:46am
Bug Reports
RegiZero
19
14 Mar @ 3:02pm
AI behaviours or ideas that should be considered
RegiZero
890 Comments
laoslyxid 11 Jul @ 9:14am 
is there no legacy version for 3.14 of this mod available?
jackrackham001 3 Jul @ 10:12am 
What a lifesaver this mod is. Very nicely done. I and my potato rig both thank you for your tremendous effort.:steamthumbsup:
RegiZero  [author] 1 Jul @ 2:30am 
@xXUnsanctionedXx Yes it does.
xXUnsanctionedXx 30 Jun @ 8:05pm 
wil this affect pre ftl empires when they advance?
RegiZero  [author] 18 Jun @ 12:31pm 
@Duke Fontaine I tried to make this mod as compatible with everything as possible and in this case it should be fine with that mod :)
Duke Fontaine 18 Jun @ 11:27am 
Assuming I turn off the hyper relay option, would this mod be compatible with the "Smarter Hyper Relays: Improved AI" mod? Not sure if placing it above or below this mod would work. Love your mod btw, thanks for your hard work!
RegiZero  [author] 17 Jun @ 2:13pm 
@Dasharius Yeap, should be all good. Host gets the settings at game start and then anyone can edit them though edict. I guess I could make it host only but not sure ...
RegiZero  [author] 17 Jun @ 2:12pm 
@VoidifyDBZ Hmm, that doesn't sound too bad but worth checking out anyway I suppose.
Dasharius 17 Jun @ 8:52am 
Nice mod! Is it fully multiplayer compatible? So does the host make the settings or how does that work?
VoidifyDBZ 16 Jun @ 7:36pm 
@The P.I.S.S and @RegiZero I have noticed the same thing with the AI have many fleets, but that's not slowing my game down. Huge galaxy, 6 fallen, 3 marauders, 15 AI, and me. I was at war with a federation of 3 AIs in the year 2270. They had a federation of 200 ships, but each AI had 4-7 fleets of at least 70 ships and at most 120.