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Better AI economies
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20. pro. 2024 v 22.52
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Better AI economies

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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.
Počet komentářů: 51
Norym 28. kvě. v 22.23 
need update
Dana "Boss" 16. kvě. v 20.18 
Can it work with current version?
marchin_81  [autor] 11. kvě. v 13.08 
hmm, that seems an easily fixed thing, a bit short sighted of them to miss that. you can easily include a line in the mega file for arc furnaces restricting them from building if they don't have a certain amount of energy income.
Ahmet 11. kvě. v 5.07 
AI arc welders builds nonstop arc furnaces, even when they have energy shortages. by the way my testing done as %50 economic bonus without scaling, and research naval cap unity ship upkeep and cost scaling until lategame :D. my secret and most advenced diffuculty setting :D
marchin_81  [autor] 11. kvě. v 2.13 
interesting, that's still an issue in 4.0?

I've only run a few trial AI-only games so far, like 15 empires in each, but so far I've only seen one empire actually have a negative in... anything. and when you look at the "rare" resources, they average now like +20-50 income even w/o buildings.

the trades may well help, but the colony management part is what i'm rethinking as i work on other mod updates. at least for now, barring further refining 4.0 updates, they've basically just made buildings not really matter. you could pick most at random and the resource income would be fine. it's basically idiot proof (or in this case, AI proof), and because of that... a little boring.
Ahmet 10. kvě. v 8.19 
AI's worst economic problem right now, in my opinion, energy shotages caused by arc furnaces. Especially when they annex a system with them. they lose their energy too much. and arc welder origin AI too has energy issues.
If AI trade feature of this mod works, that would solve the problem most of the time.
marchin_81  [autor] 7. kvě. v 19.36 
so i've been playing around with 4.0 and i may well re-evaluate this mod entirely based on that. since jobs come now from zones, the AI rather than constantly being in deficits is just to often flush with resources to the point of absurdity.

it's almost an over-reaction to what the AI was doing previously, reducing it to more of a who can spam ships the fastest competition. so... will take some time to think about it.
marchin_81  [autor] 6. kvě. v 15.12 
haven't explicitly checked it out to see if it's working yet, but would imagine some of the planet checking would need to change since those events build or demolish buildings-- at the least.

right now, just trying to get the larger mod to not freaking crash on galaxy generation. so it's, uhh... it's a process lol.
kirb 6. kvě. v 9.41 
how's this doing in 4.0?
Janlitschka 28. dub. v 8.40 
How good is it?