Stellaris

Stellaris

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slightly smarter ai [3.14]
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29 Apr, 2024 @ 2:45am
7 Jan @ 9:05pm
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slightly smarter ai [3.14]

Description
Changes how AI plans its resources, manages its jobs, and decides what ships to build.
- Ai prioritises Minerals in the early game, incase its space mining is lacking
- Ai, especially militarist and genocidal, have a much higher focus of Alloys
- Ai will disable Clerks where they aren't needed, and Soldiers when they aren't needed
- Ai understands Holo-Theatres and employs Entertainers better
- Ai weights for ship type choices and section templates are redone, missile-preference empires will use cruisers and corvettes more than battleships (except in times of crisis, where it will absolutely prefer those)

- Ai will now properly force enforcers where crime events have occurred, to try and shut down criminals
- Ai is blocked from using Bio-Reactors due to the confusion to production it causes (it sees farmers: oh, food! it builds it: wait, i have food deficit now?)
- Ai will have its factory/foundry designations re-set if it nears or is in a deficit for either resource, preventing the ai from deadlocking its production
- Gestalt AIs will not use Habitat Hydroponics designation, as they would have no way of producing amenities
- AI will destroy some useless buildings every once in a while, such as hydroponics or commercial zones, where those jobs aren't giving any value.

Other change(s) this mod makes that aren't related to AI:
- adds clerk/soldier automation options to manage their jobs but not build new buildings
- the Destroyer Picket bow is now 4 PD slots, instead of 2 Small + 1 PD (where it lacks a slot due to small slot equivalence rule)
- Acceptance for Subjugation is reduced significantly

AI on Ensign difficulty can keep up with the player, instead of totally falling behind in early and mid game. If AI's brain turns off in Lategame, let me know

Game version v3.14+
Mod will remain at current version, do not use on 4.0
Place this mod above all others to allow overwrites

overwrites:
- foundry/factory colony types, habitat gestalt farming colony type
- hydroponics farm, commercial zone building, archaeostudies lab, bio reactor building
- colony automation exceptions, colony automation categories (all)
- economic plans (all)
- corvette, destroyer, cruiser, battleship section templates + ship sizes

COMPATCH:
for NSC3
151 Comments
Captain Smollett 1 Jul @ 12:52am 
ok, thx
Cheesemongle  [author] 1 Jul @ 12:30am 
take anything u want, just not the thumbnail
Captain Smollett 1 Jul @ 12:12am 
would you mind if someone (maybe even me) ported (stole) half of this mod to 4.0?
Cheesemongle  [author] 18 Jun @ 3:10am 
Oh. Well if it's just battle AI that's stuffed up, then i still can't help
ted 18 Jun @ 12:40am 
I've tried reloading game multiple times, ive tried switching to the AI civs and sending ships to battle and switching out saving then reloading. hoping that the battle would activate logic again. Is there some event I can fire to force them alive again?
ted 18 Jun @ 12:38am 
i am playing 3.14
(PS. f*** 4.0 at the moment im gonna leave that un-fermented mess to ferment into a decent game again that ... so a good 12-18 months. gonna stop here cause will turn into a full rant.)
Cheesemongle  [author] 17 Jun @ 7:30pm 
What version are you playing
ted 17 Jun @ 3:09am 
Any suggestions for a game where all the ai has gone on holiday/stalled?
Was hoping this would fix but no bueno any ideas?
Cheesemongle  [author] 16 Jun @ 11:10pm 
Not anything to do with this mod. Reloading your game will refresh AI war behaviour - this is just how the game works.
Nephiro 16 Jun @ 4:59am 
There is a HUGE bug with your mod :D Basically fallen empire doesn't act properly.
Give you an example, arrived scourge, start event of a fallen empire raising again, said empire sit on a single system and do nothing while scourge raid its other systems. I was curious, so I disabled the mod, opened the game, and said empire started fighting back.
Same for some other fallen empires.