Stellaris

Stellaris

AI Species Limit
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mario0244  [developer] 15 Aug, 2019 @ 12:53pm
Merging species discussion
I'm working on something that could accompany this mod. Though it won't be a strict dependency.

Working title is: Merge Species.
- The rough idea is to allow you as a player via edict to fire an event whenever you want (I worry about automating this due to performance reasons)
- Go through every AI country
- Find species which have less than x amount of pops (10 at the moment)
- Find the most populus species or subspecies and change them to that species (the code will search species with more than 5000 pops down to 1 pop to find the most populous species to merge with)
- After merging these species this should further declutter the species UI screen

What I'm looking is input from seasoned players. Based on your experiences should I take into account something else? I'm all ears for suggestions.

For the moment pops and species that are being excluded for this are:
- Which are being purged
- Have self-modified trait

The rest are fair game (and yes even robots).
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Showing 1-5 of 5 comments
ZJK 16 Aug, 2019 @ 3:41am 
Oh dear, please INCLUDE the self-modified trait as something we can merge; that's where most of the subspecies come from. Perhaps for the merging process you could have the player select an empire instead of it being a whole game-wide script firing. Perhaps give us control over which subspecies they get merged into; the AI can be rather garbage at those choices if mods people are using don't have added traits weighted correctly. Considering a mod like this seems like a good performance enhancing mod, having a heavy handed approach doesn't seem like a bad thing to me.
mario0244  [developer] 16 Aug, 2019 @ 10:34am 
I already am running this mod in my game. It does seem to freeze the game a bit though for second or two -- until it does its thing (that's why I think it's best to run it manually).

I guess I can include an option to process species with self-modified trait. I can also add an option to run on a single empire as well. Giving you an option to choose with which species to merge with... I'd love to give this as an option, however the game doesn't feature a dynamic language. What I'd expect as standard is non standard here.

So the only way for this to work would be to run on a single country with a stream of constant questions and prompts for each species or subspecies (and that is tedious). Something along the lines, I've found species A with which XYZ species would you like to merge it with? And doing the same for each individual found species whose pop count is lower than 10 (for example).

The more simpler approach would be to find all species members whose pop count is lower than 10 and then prompt the user to select to which one of these species you'd like to merge it with. This would reduce the prompt count significantly. From potentially 40-50 (depends on how many species you've got in an empire) to maybe like 5-6 (again depends on how many unique species are in an empire).

Then on the UI people would like to see the listed traits of the species, and as you probably guessed it this cannot be done dynamically. So I'd need to include support for various trait mods. To make the mod know about them.

I suppose this could be phase 2 of the mod (selecting to which species to merge to).
Last edited by mario0244; 16 Aug, 2019 @ 10:38am
ZAPierZeta 16 Aug, 2019 @ 1:09pm 
Oh man, it seems some idea like this could significantly reduce late-game lag, best thing is you could run it in an existing game, and then use your other mod to limit the species from showing up again.

Honestly, I see little wrong with just converting the many sub-species into the biggest majority species, but I believe that after this system is run, some "survivors" of those previous species may still exist in the pop growing queue, so after a few in game months, you may have some of those species surviving on; Not sure how you could fix this, however.

Other than that, seems sound to me, I'd assume many wouldn't mind the species converted to being automatically determined, perhaps make it an extra optional thing that, by default, would be off.
mario0244  [developer] 16 Aug, 2019 @ 3:31pm 
The rough flow as I have it now goes like this:

- Launch the mod menu (from edicts or whatever)
- Menu opens up with the following options:
1. Run merge species on all countries > menu closes and mod does its thing
2. Run merge species (including species with self-modified trait) on all countries > menu closes and mod does its thing
3. Run merge species on a single country > another menu opens which lists all countries > user picks country > menu closes and mod does its thing
4. Run merge species (including species with self-modified trait) on a single country > another menu opens which lists all countries > user picks country > menu closes and mod does its thing
5. Run manual merge species -- Phase 2 (in future)

As for handling some species which the mod might have missed. You could always re-run this mod again at any time after 20-30 years for example.

Handling new pops could also be easy, there's an on_action event on_pop_grown so I could evaluate its species and see if it's a minority and change the species as well here automatically.

Idea is streamlining, I'm getting new scenarios. Keep up the feedback please :)
Last edited by mario0244; 16 Aug, 2019 @ 3:53pm
mario0244  [developer] 3 Sep, 2019 @ 8:11pm 
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