Stellaris

Stellaris

AI Revamp for Asimov
kringus/trifemole  [developer] 28 Jun, 2016 @ 3:45pm
Changelog
Update 1: Ongoing changes to alliance likelihood to balance political gridlock. Alliances still more likely than vanilla, but nerfed a bit. Border friction also nerfed a tad bit. Added opinion modifiers.

June 26: Update 2: Balances to alliances and Defensive pacts, further added onto the mantra "Alliance only when good friends, pact only when mutual enemies" Also further increased AI aggressiveness to make up for asimov's circumstantial war declaration. Trying to get it to the point that half the given galaxy is at war at any point, but it's not fully possible. May reduce later if people complain. Increased AI navy budget. Made AI spend more energy on fleets, and made threat much less distance-orientated, and lessened overall.

June 28: Update 3: Toned back some AI navy budget benefits after finding that the AI was stacking ships well past fleet limit. Tweaking defensive pact/alliance balance to get it 'just right'. Mostly balanced. Also normalized personality changes to ensure compatibility with mods like MAP, so default personalities don't stand out as overaggressive. Increased based aggressiveness to compensate. Running lots of observer games.

June 28/29: Update 4: Added Sector AI, slightly changed AI weights, maintenance modifiers. Removed subjugator modifier from some AI empires to encourage more direct land border change as opposed to force vassalization. Added logo text. Made alliances slightly more likely. Made War Philosophy not matter with alliance, as most who would ally tend to be defensive anyways.

The hardest thing I'm trying to balance right now is how the AI handles aggression and alliance. Going into an alliance makes the AI much less likely to declare war, and I haven't found a way as of yet to fix that.

June 29: Update 5: Balanced AI weights to try and get an equal balance of the warlike and 'allying' AI personalities such as Federation Builders, Erudite Explorers. Due to late-game stagnation due to this balanced weighting, border friction was increased again. Increased Alliance Members to kick to 4.


June 30: Updated to 1.2.1, will do playtesting later today to determine if any changes are necessary as the patch changed AI behavior slightly.

June 30 8:30 pm: Removed Ideologue from Spiritualist Seeker personality. The idea was to divide the peaceful factions between ideological lines, which will still happen, but a bit less. Peaceful factions are currently too weak because most get gobbled by the aggresive earlygame wars by warlikes, and since their military spending is lower, they die. I have increased military spending on peaceful personality types.

July1 1:00 AM: Further attempts to make peaceful factions stand more of a chance. Increased alliance likelihood, reduced border friction between peaceful factions. Also, if you're experiencing a bug where everyone gets defensive pacts after reload, that isn't on my end; it's just a thing with 1.2.1.

July 1 5:22 PM: Minor balances to alliance likelihood, peace acceptance factors.

July 1 9:19 PM: Increased alliance likelihood for certain personalities. This helps peaceful empires defend against warmongers.

July 2nd 7:05 PM: Made AI spend a bit more on ships, as they were kinda weak, lategame. To compensate made them prioritize colonies a bit more earlygame, until 8 colonies instead of 5.
Last edited by kringus/trifemole; 2 Jul, 2016 @ 6:06pm
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Showing 1-4 of 4 comments
Crytek 29 Jun, 2016 @ 10:29am 
could you write the date to the update? And maybe the hour.
Its easier to track what you did so far ;).
Great mod !
kringus/trifemole  [developer] 29 Jun, 2016 @ 3:55pm 
Originally posted by KoLCrisis:
could you write the date to the update? And maybe the hour.
Its easier to track what you did so far ;).
Great mod !

Most of the updates and changes I make are small, progressive things. I should do it in bulk, to avoid throwing up steam workshop updates to everyone over and over, but sometimes I find a bug or an imbalance that has to be fixed so I update it anyways.

I'll try to be more clear and defined with my update scheme.
Neverr 14 Jul, 2016 @ 1:41pm 
I haven't seen an update in a while. Are you content with where things stand or are you taking a break from working on it? I'm happy with the state of the mod myself I'm just curious on the status quo for future updates
kringus/trifemole  [developer] 16 Jul, 2016 @ 7:42pm 
I was content with it after a few hundred hours of personal testing and tweaking, atleast until the next version of stellaris is out. If there's feedback made by the community or I decide to start testing again then I'll change it. I might update it to 1.2.2 now that that's in beta, but I'll probably just wait until that's default on steam or for 1.3. I'm not sure what content I can really add at this point.
Last edited by kringus/trifemole; 16 Jul, 2016 @ 7:44pm
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Showing 1-4 of 4 comments
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