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Better AI economies
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20. des. 2024 kl. 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.
27 kommentarer
Ascension 12. jan. kl. 10.17 
Sounds about right.
marchin_81  [skaper] 11. jan. kl. 4.52 
oh, god. this has been the bane of my existence with the larger mod. their AI economy does suck, but there are also multiple aspects that go into their lack of ships.

sometimes it's b/c they're not building enough anchorage to start, sometimes it's actually the maintenance costs that slow them down (or lack or rare resources), while sometimes they'll just randomly get stuck on some other economy priority.

most fundamental though is just that human players will happily go 100%, 200%... hell, 500% over their command limit. the ai deprioritizes ships as soon as they reach command limit.

problem is getting them to do it w/o otherwise killing their economy. though often, just trying to get them to build defenses, I'll look and they're just sitting on 10k alloys or some dumb shit.
perl 10. jan. kl. 15.07 
Is it possible to make the AI prioritize alloys more often? So they can afford more ships and present a challenge
marchin_81  [skaper] 9. jan. kl. 8.32 
it really shouldn't, no.

the events are all new, and are fired from new triggers.

most AI mods change things like defines file that dictates overall AI behavior, and this mod doesn't touch any of those. so only way it could conflict is if someone used the same event name and numbers as me.
DasShift 8. jan. kl. 13.23 
Is there a chance this might conflict with other AI mods?
marchin_81  [skaper] 5. jan. kl. 15.22 
no, because they'd need to be included as options in the events.

in fact, when i pulled this out of the larger mod I was working on I removed the new resources i'd added myself, just in case.
Albys 5. jan. kl. 7.25 
Dumb question, if I use it along with Giga, will the AI try to buy/sell the modded resources?
marchin_81  [skaper] 4. jan. kl. 9.51 
it really shouldn't, no.

the export/import trade are done with modifiers, same as when player buys rare resources from an enclave, and only fire every 2-5 years (since they're meant to be long-term). and the one-time trades to prevent deficits, that's why I said "are more likely" to sell before actually reaching deficit. they're not running every day or month, meaning AI can miss the opportunity.

building checks are more frequent, but also random so it's not every planet being checked every month. rather, it's spacing them out that way.
Stwiumfever4 4. jan. kl. 7.24 
Does affect performance in any way?
SweetGula 2. jan. kl. 4.22 
anything that helps making ai a bit better is a good mod in my book cheers !