Stellaris

Stellaris

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Better AI economies
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20 Dec, 2024 @ 10:52pm
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Better AI economies

Description
Hot take: the AI kinda sucks at managing its economy.

I pulled this out of a larger mod I've been working on, basically it aims to help the AI manage empire economies in several ways:

1) it monitors AI colonies, adding districts and buildings based on needs and unemployment (at cost, ie they still pay for them)-- inspired by alpha ashes similar mod

2) the AI now makes "trades." if they've excess of a resource, they will set up longterm trade to sell it for energy at a fixed rate. if they are lacking a resource, they will set up longterm import trades to buy it at a fixed rate.

they will also periodically buy amounts of strategic resources, and if close to going into resource situation from lack of a resource, are more likely to sell a resource they've in excess and then buy the missing resource-- again at fixed rates.

Because they're made at fixed rates, it is a bit of a cheat vs market trades. But I did it this way for simplicity. The outcome is that the AI no longer finds itself constantly in resource deficit situations and their economies are overall healthier.

Shouldn't clash with other mods really, as this one doesn't edit any existing files.
18 Comments
SweetGula 2 Jan @ 4:22am 
anything that helps making ai a bit better is a good mod in my book cheers !
marchin_81  [author] 1 Jan @ 9:57pm 
so yeah, some of these basically cheat that system.
Dragatus 1 Jan @ 9:55pm 
Monthly trades do affect market price, but only if they exceed a certain limit. IIRC the limit is 40 for basic resources, 20 for CGs, 10 for alloys, 4 for strategic resources and 2 for rare strategic resources like Zro and Dark Matter. If you're selling more than the limit the price will slowly go down and if you're buying more than the limit the price will slowly go up. And you still pay the market fee on the trades in either case.

This is why at the very start of the game it makes more sense to buy minerals with a monthly trade than to employ miners. Technicians produce 50% more baseline energy than miners produce minerals, so even with the 30% market fee it's more efficient to employ technicians and buy minerals than to employ miners until you get to the 40 per month limit.
marchin_81  [author] 1 Jan @ 1:31pm 
do the set monthly trades there not fluctuate cost with the market like one time trades? never used them much, just know the one time trades do. here, even the one time trades and purchases I set up for them don't fluctuate though, which is why i called it a bit of a cheat.

emphasis on "a bit" though. if it were a full on cheat I wouldn't be in favor of it. I hate that whole... "let's just give the AI a bunch of free resources," mentality.
Styr 31 Dec, 2024 @ 6:05pm 
Selling goods at fixed rates for AIs isn't really cheating, everyone has access to that (selling at fixed rates via monthly trades) from the internal market, at least pre-galactic community.
Dragatus 26 Dec, 2024 @ 6:34am 
Also points for the cover image. :steamthumbsup:
Dragatus 26 Dec, 2024 @ 6:34am 
I appreciate the high level of compatibility. Will give it a try in my next game.
硕大的根 24 Dec, 2024 @ 10:56am 
The original AI system is too dumb. To completely change it, we have to move away from the existing framework. Since this game updates frequently, compatibility is also very important.
硕大的根 24 Dec, 2024 @ 10:54am 
I find a mod that takes a different approach to ensuring the AI’s economic health. It prevents the AI from building districts on standard habitable worlds in the vanilla game. Instead, it introduces a special, unlimited job exclusive to the AI. This job provides all necessary outputs and evolves over time. The output scales based on factors such as ethics, difficulty level, game year, mid-game timing, and end-game timing, along with some other AI management adjustments.

As a result, on normal difficulty, the AI’s economy becomes very stable. Of course, for those seeking a challenge, the AI can become extremely powerful at higher difficulty levels.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2643870325&searchtext=%E7%88%86%E8%A3%82%E4%B9%8B%E9%81%93
marchin_81  [author] 24 Dec, 2024 @ 10:28am 
now energy is definitely one thing they've no issues with because of the trades. The AI will use the "import" trades at times, but the export trades for energy... i see 2-3 on most empires pretty quickly (you can see them in the empire modifier section for the empires if you or anyone ever cares to look).

my hope is to improve on this in the future, though. the goal of doing this in the larger mod is that i made larger ships more expensive & added new resources, and the stupid AI just stopped building ships partly b/c their economies couldn't afford a lot of them. so if i want my costlier ships, i need to make the AI at least semi-competent in building healthy, robust economies.