Stellaris

Stellaris

134 ratings
slightly smarter ai [3.14]
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29 Apr, 2024 @ 2:45am
7 Jan @ 9:05pm
24 Change Notes ( view )

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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
160 Comments
Cheesemongle  [author] 3 Oct @ 9:16pm 
Oh that's a lot of words.. No i am genuinely just insane, sorry
Code 3 Oct @ 9:14am 
I would say that you are yet again a true paradox player. Someone that is capable and willing to read patch notes in my humble opinion deserves all the praise for doing so - regardless of whether one likes or hates the game. If you do hate the game, it's because you care about it, and hate the recent changes that were done in 4.0 just like I have.
Cheesemongle  [author] 2 Oct @ 10:24pm 
thats crazy
LAJ-47FC9 2 Oct @ 9:38pm 
Sigh sadly, pull up a chair, and offer you a drink.
Cheesemongle  [author] 2 Oct @ 8:40pm 
what if i said no. i don't like this game. i hate this game. what would you do
Code 2 Oct @ 5:30pm 
xD Spoken like a true paradox player.
Cheesemongle  [author] 1 Oct @ 8:11pm 
Um.... .... Maybe.
Code 1 Oct @ 6:07am 
18,224 hours. HOW?! You enjoy the game this much?
Code 29 Sep @ 7:29pm 
Dedicated 3.14 mod? Liked, and favorited, subscribed. Great, keeping this.
Captain Smollett 1 Jul @ 12:52am 
ok, thx