Stellaris

Stellaris

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28 sep 2017 om 9:09
7 dec 2017 om 9:06
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In 1 verzameling van Caligula Caesar
My mod collection
6 items
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In Vanilla, the AI gets the following bonuses based on difficulty level:

difficulty_insane_ai = {
tile_resource_minerals_mult = 1
tile_resource_energy_mult = 1
tile_resource_physics_research_mult = 1
tile_resource_society_research_mult = 1
tile_resource_engineering_research_mult = 1
navy_size_mult = 1
}

difficulty_very_hard_ai = {
tile_resource_minerals_mult = 0.5
tile_resource_energy_mult = 0.5
tile_resource_physics_research_mult = 0.5
tile_resource_society_research_mult = 0.5
tile_resource_engineering_research_mult = 0.5
navy_size_mult = 0.5
}


difficulty_hard_ai = {
tile_resource_minerals_mult = 0.25
tile_resource_energy_mult = 0.25
tile_resource_physics_research_mult = 0.25
tile_resource_society_research_mult = 0.25
tile_resource_engineering_research_mult = 0.25
navy_size_mult = 0.25
}

It seems to me that there is an obvious oversight there: Unity. So I add +25%, +50% and +100% unity output to these modifiers, matching the increase for other resources. This should make the AI even harder to play against, and should also make the late-game more interesting, as in my experience the AI tends to fall behind the player on Unity and so seldom manages to unlock and meaningfully use the more interesting Ascension Perks.

I overwrite the modifiers I quoted in a separate file, nothing more, so there should be no compatibility issues; also, there are no localisations to worry about.
6 opmerkingen
Caligula Caesar  [auteur] 17 apr 2018 om 8:39 
Pretty much. Just started a campaign and the AI is pathetic by 2230, I think it is being slaughtered by pirates...
WolvesofZiu 17 apr 2018 om 5:19 
Well even with the dynamic difficulty the ai build no ships. 2.0 just has bad ai compared to 1.9
Caligula Caesar  [auteur] 16 apr 2018 om 13:15 
Doesn't need it. I'd consider boosting the difficulty levels anyway, since the AI is quite bad now, but Gratak has a Dynamic Difficulties mod that does stuff like that pretty well.
WolvesofZiu 13 apr 2018 om 19:48 
so is going to be updated?
Caligula Caesar  [auteur] 28 sep 2017 om 17:52 
I played a full campaign with this on 1.6 and didn't notice anything like that, mind it was seriously heavily modded apart from that (along the lines of everything I've ever done + advanced AI + Zenith of Fallen Empires + many others), and I wasn't really looking for such things. But I think unity is safe to change as not many buildings produce it, so if the AI prioritises the 3 or 4 per planet, that's no bad thing, I do it too.
brucethemoose 28 sep 2017 om 13:23 
+1. This is basically a fix more than a tweak.



BTW, I tried something similar with food once, but I think it screwed up the AI's building priorities, as they ended up with almost no mineral production and a MASSIVE food/energy surplus. That was before all the 1.8 changes though... I'm not suggesting it or warning you, just saying watch out if you get the idea :)