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ECON 101: Enhanced Vanilla AI
   
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20 maj, 2021 @ 14:54
22 maj, 2021 @ 11:33
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ECON 101: Enhanced Vanilla AI

Beskrivning
Welcome to ECON 101!
ECON 101 is a small, simple vanilla AI enhancement mod that forces AI empires to prioritize alloy production and research during the game. This mod is not an AI overhaul, but a small fix to make the vanilla AI more competitive.

The mod guides the AI by altering the economic_plans file, which gives AI income targets at various stages of the game. The vanilla AI tries to make +40 in alloys and 0 research in the early game, which increases to a grand total of 150 research in the mid-game onward.

ECON 101 gives the AI more ambitious targets, which leads it to build more labs and industrial districts. AI with ECON 101 will try to stay tech-competitive with you longer, as well as roll bigger fleets as alloy income increases. The AI will have an easier time snowballing higher the difficulty level. Test at Captain or Commodore before you dive straight into your usual unscaling Grand Admiral game.

I hope you have a fun class. No textbooks necessary!

ECON 101 targets are as follows:

Early Game (80 pops)
  • Alloy Production: 50 Alloys
  • Research: 300 Science
Mid Game (200 pops)
  • Alloy Production: 150 Alloys
  • Research: 600 Science
Late Game (500 pops)
  • Alloy Production: 300 Alloys
  • Research: 1200 Science
End Game (1000 pops)
  • Alloy Production: 600 Alloys
  • Research: 2400 Science
13 kommentarer
ahistorically correct 20 jul, 2022 @ 7:57 
Had a look in my game's default econonomy_plans, and it uses cumulative scaling subplans, while yours are just fixed? Did they change it (I don't have all DLCs) or did you just decide fixed is better? Thanks! The comment in the file says:

#### SCALING SUBPLANS HERE ####
# Values in the scaling subplans are added to the base plan each time the AI reaches the target
# If base alloys = 10 and the AI reaches +12 per month, and it says alloys = 20 in the scaling subplan, the next target becomes alloys = 30
# All scaling subplans are cumulative

and there are targets set in the beginning:
@research_target = 70
@scaling_research_target = 25
Nombre  [skapare] 13 jun, 2021 @ 14:51 
Total.
Omicron 12 jun, 2021 @ 14:20 
The science target you set, is that total or per category? In other words, a target of 300 for earlygame, is that 100+100+100 physics/social/engineering, or 300 for each of them?
Sparrowhawk89 22 maj, 2021 @ 17:29 
Have you tried this mod in multiplayer?
Peter34 22 maj, 2021 @ 3:24 
Okay, but how likely is a 3.0.3 game "empire" to reach 1k POP count?
WHR | TMaekler 22 maj, 2021 @ 0:39 
@Peter34: When pop count is below 80 the AI will aim for 50 Alloys, 300 Science. When pop count is below 200 (and above 80) the AI will aim for 150 Alloys, 600 Science... and so on...
Peter34 22 maj, 2021 @ 0:10 
When is Early/Mid/Late/End Game, according to this mod?
Nombre  [skapare] 21 maj, 2021 @ 18:20 
They seem to be doing fine testing with captain difficulty.
Nettle 21 maj, 2021 @ 17:13 
I'm curious as to how this mod works in practice-will the AI neglect other areas of production?
Nombre  [skapare] 21 maj, 2021 @ 14:11 
It should be 100% save-game compatible. I don't run Glavius so I don't know. I *suspect* he already has an econ plan of his own in addition to whatever else he does with the mod. This one's intended for people who want to play with vanilla AI while having it actually build labs and foundries so it can stay competitive.