Stellaris

Stellaris

899 ratings
AI Game Performance Optimisation 4.1
12
10
4
6
6
3
5
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.040 MB
1 Aug, 2020 @ 3:22pm
4 Oct @ 3:22pm
62 Change Notes ( view )

Subscribe to download
AI Game Performance Optimisation 4.1

Description
This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among other things. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the AI's gameplay.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
What the mod does to effectively boost performance:
  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).

  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).

  • Modifier Updating Optimisation: Reduces the burden of updating modifiers by decreasing their update frequency to 3 times per month (optional).

  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).

  • Disable AI Omnicodex Relic: Stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species (optional and configurable).

  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).

  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).

  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.

  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).

  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, destroyers, and cruiser by putting a cap on corvettes and frigates to 60, destroyers to 30, and cruisers to 15 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser, and 2 cruisers are replaced with a battleship. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This also allies to bio-ships and only occurs when possible e.g., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).

  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.

  • Restrict AI Eternal Vigilance: Prevents the AI from picking the full and half spending policy options from the Eternal Vigilance ascension perk. This should also provide a high performance boost (optional).

  • Improve AI fleet count: Prevents the AI from having multiple partly filled fleets and merges them when possible while not at war.. This should also provide a high performance boost (optional).

  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); just 'Restrict AI Eternal Vigilance' (optional).
Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:
- Lower habitable planets.
- Lower guaranteed planets.
- Disable Logistics Ship Cost (Can give more performance potentially but it's an unreliable option at the moment).

Latest update:
- Updated to 4.1
- The optimisation "Improve AI unemployment" is no longer included in "Enable some AI opt on players".
- The optimisation "Restrict AI Habitats" now excludes the void born/forged origin.
- The interface was updated so I have more space for new optimisations and therefore, it's a bit... rearranged.
- Speaking of new, the optimisation "Improve AI fleet count" has been added! It stops the AI from having multiple partly filled fleets and merges them when possible while not at war.
- General bug fixes.

Future development:
- Construction ship and/or science ship limit.
- Look into pop groups and how they affect performance (if so, change migration policy for AI etc).

- If you think there is a problem with the AI that slows the game, don't hesitate to comment it below, pop it in the discussion, or let me know it the discord!

Additional information:
- Mostly compatible with current save game but some of the features will not work and will not break the game if enabled.
- Compatible with Glavius and Starnet mods.

Supported Languages:
- English
- Polish - requested and translated by Ereno.
- Not used (outdated); French - requested and translated by Cerodan.
- Russian - requested and translated by unknown.

Compatibility:
- Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).

Mods that edit Hyper Relays economic category or the mentioned ascension perk will conflict those options. Mod should be placed at the very end (at the bottom). When this mod is not prioritised in the load order (where conflicting mods exist), this will stop some of the features of this mod from working, but keep the edits of the other conflicting mods. In short, it will only conflict with the mentioned bits.

Other mods:
Ultimate Automation
Original Origins, Traits, and Civics
Cleanse & Rebirth
The Imagination Mod

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
Donated This Month: £5
Popular Discussions View All (3)
25
25 Jun @ 4:46am
Bug Reports
RegiZero
21
31 Jul @ 2:32am
AI behaviours or ideas that should be considered
RegiZero
961 Comments
Pinenuts 6 Oct @ 7:11am 
AI keeps building habitats but they do not colonize over the limit that is 3 (I guess). So the mod optimization kinda works but is it normal?
WAFFEL E100 6 Oct @ 7:07am 
fair enough. thanks for the information.
RegiZero  [author] 6 Oct @ 6:52am 
@WAFFEL E100 There are a couple factors why you may be experiencing this; one is you have to wait till year end, and the second is tech, where it needs to have either frigate, destroyer, cruiser, and/or battleship tech. If you want more info and whatnot it's probably better if you hop on the discord server cause it's getting a bit lengthy in here haha
WAFFEL E100 6 Oct @ 6:30am 
delay as in the AI just keeps building excessive ammounts of corvettes untill it researches battleships? if so then i guess it does technially work, just not as expected.
RegiZero  [author] 6 Oct @ 6:02am 
@WAFFEL E100 Which means it is working, there is just a delay that makes it seem that way ;)
WAFFEL E100 6 Oct @ 5:36am 
got the mod to work again

the restricting AI from making too many small ships isnt working. i set it to the smallest possible ship ammount and the AI keeps building thsoe 215 corvette fleets. they do build more battleships now, so at least theres that.
Dobrynja 6 Oct @ 4:56am 
@RegiZero thank you for taking a look. The overall game lag isn't too bad on my current save so I'll just go without and try again on a new save when I restart. Just wanted to report what might be a more serious bug in case it was worse than I could tell from the surface.
RegiZero  [author] 6 Oct @ 3:44am 
@Dobrynja Well, most of the optimisations refresh every year and the "Restrict AI Corvettes/Frigates" is probably the heaviest one. If your AIs are going crazy on one specific ship class when this would take a bit of time to fix at year end, hence your lag. Although, I would only see this happen if you turned this mod on for the first time cause subsequent years should be lighter. Saves also take a bit of time but since you said it solves the issue then not sure. When I tested it, this was not the case at all even at end game. Overall, it might still be worth it if it's doing that much and there is that many ships but yeah, I personally did not experience this. In my current game save in mid-late game, I get a 3 second freeze including save so I'm not sure what's going on with your one unfortunately. I'll try to get another game going to test this on a different one and see.
RegiZero  [author] 6 Oct @ 3:08am 
@WAFFEL E100 Hmm, that is odd. I don't see why it would do that from too many mods haha. I don't play with that many mods so I suppose it just didn't happen to me, so I'm not really sure what to do about this haha
Dobrynja 5 Oct @ 5:18pm 
Turning on the fleet options (Corvette limit/Fleet limit) seems to cause a short freeze each year when my game autosaves on 01.01.2XXX. The freeze gets longer with each year and eventually gets to the point where the whole game goes unresponsive for almost 30 seconds. Turning off all optimizations solves the problem, but fleet reduction was what I was using the mod for since the 4.0 pop rework solved most other lag sources for me. Would love if someone with more knowledge than me could take a look under the hood.