Stellaris

Stellaris

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3.687 MB
10. čvn. 2016 v 20.50
23. zář. v 0.02
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More AI Personalities

Popis
Current Version: 4.1 (Released 9/23/25, Compatible with 4.1)

Ironman Compatible, but NOT Achievement Compatible

Paradox Forum Thread[forum.paradoxplaza.com]

Legacy versions (Manual Installation):
Patch 3.3: https://www.dropbox.com/s/xet19fblhpp3l1d/MAP%203.4.rar?dl=0
Patch 2.8: https://www.dropbox.com/s/86agdfzkqw8pmem/MAP%202.11.rar?dl=0
Patch 2.7: https://www.dropbox.com/s/k96imr3hbmu4tx9/MAP%202.9.rar?dl=0
Patch 2.5: https://www.dropbox.com/s/3iu3w2coxp6zx9i/MAP%202.6.rar?dl=0
Patch 2.3: https://www.dropbox.com/s/4348sahbf9v9cdi/MAP%202.4.rar?dl=0

MAP introduces new AI personalities to your game, adding more diversity to your playthroughs. There are a wide range of new personalities, ranging from warmongers to peace-lovers. Some have real-world/historical inspirations, others are based on fictional ones, yet others are completely made up. Though some of these personalities will be quite similar to existing ones, I’ve tried my best to make each unique in terms of behavior. Each personality will also come with unique custom diplomacy text that can appear in-game.

This mod should be compatible with most mods except those that add new backgrounds (and even then you’ll probably only have some graphical oddities that aren’t gamebreaking). The only vanilla files it changes are “common/opinion_modifiers/01_personality_opinions.txt” and “gfx/portraits/asset_selectors/room_textures.txt”. However, please note that any mods that add or remove ethics, traits, and civics will likely cause an imbalance in the chances various personalities will spawn as the chances various personalities were spawned were coded with vanilla in mind. Due to the nature of this mod, it is being continuously tweaked in regards to how likely AI personalities are to appear, their behavior, and so on. I will continue to tweak existing personalities, and add new ones, as I see fit.

If you are playing as a machine empire, unique dialogue from the new personalities might not appear, due to the way the weighting vanilla gives for machine-specific dialogue.

Translations


Full translations into languages other than English and the above are not available, but the mod will still work in other languages - the text will just display as English.

List of New Personalities

Currently, there are 56 new AI personalities which are listed below. More will be coming! For an explanation of every personality, their inspirations, and intended behavior, click here.[docs.google.com]

  • Adventure Seekers
  • Aspiring Precursors
  • Benign Spirits
  • Bringers of Paradise
  • Carefree Hippies
  • Civilized Nomads
  • Connoisseurs of Food
  • Cosmopolitan Imperials
  • Cultivated Scholar-Gentry
  • Defenders of the Faith
  • Depraved Breeders
  • Dwellers in the Ephemeral
  • Efficient Bureaucrats
  • Elitist Snobs
  • Enforcers of Law
  • Enterprising Corsairs
  • Experts in Xenocide
  • Flowers of War
  • Generous Philanthropists
  • Guerilla Fighters
  • Haughty Supremacists
  • Hedonistic Visionaries
  • Hopeless Pessimists
  • Insecure Imitators
  • Insidious Opportunists
  • Inspired Dreamers
  • Lazy Managers
  • Middle Kingdom
  • Melodious Composers
  • Naive Appeasers
  • Nonaligned Preservationists
  • Outcast Pariahs
  • Patronizing Colonizers
  • Plunderers of Knowledge
  • Princes of Madness
  • Proud Nationalists
  • Psychotic Hordes
  • Quiet Cultists
  • Reclusive Hermits
  • Sadistic Loremasters
  • Savage Raiders
  • Slave Soldiers
  • Slave Traders
  • Splendid Isolationists
  • Storytelling Aficionados
  • Studious Builders
  • Sublime Porte
  • Surgeons of Beauty
  • Totalitarian Patriots
  • Total Nutcases
  • Trapped in a Machine
  • Unfathomable Artificers
  • Valiant Hearts
  • Warrior Mystics
  • Xenial Merrymakers
  • Zestful Orators

Most Recent Update: 4.1 (Released 9/23/25)

  • Updated to 4.1

Credits

  • arzumata for Russian translation
  • Galle for valuable input and running tests
  • Ezumiyr for French translation
  • Everyone who has provided bug reports, feedback, and general support - thank you all!



My Other Mods

Basic Ordinary Origins: A mod that adds in several new simple, “default” Origins for player and AI to use so not everyone gets Prosperous Unification
Cybrxkhan’s Assortment of Namelists for Stellaris: Thousands of new names for leaders, spaceships, stars, and more! Fantasy, real-world inspired, and many others.
No Ethics Spawn Bias: With this mini-mod, ethics of randomly generated AI empires are more evenly weighted to appear, so there’s less of a chance you’ll be surrounded by hostile empires as in vanilla.
Populární diskuze Zobrazit vše (4)
6
12. zář. 2018 v 18.42
Is it possible to edit the 'spawn chance' of certain AI personalities?
Cpt. Rogers
1
1
1. čvc. 2023 v 4.08
German Localisation
Kucige
2
15. dub. 2019 v 15.12
Permission to update the google doc for 2.2
jmr179818
Počet komentářů: 1 294
OddTomato před 23 hodinami 
Even after all this time I am surprised at how strange this game is.
cybrxkhan  [autor] 11. říj. v 14.48 
@OddTomato As I said, my code can't tell most of those personalities to act genocidal. The one "knob" I can tweak to "allow" them to purge is disabled for almost all personalities I add. Thus, there's literally nothing I can do to directly modify this behavior one way or another. Anything else is likely independent of these personalities and based on other vanilla or mod systems. Other mods do go in depth to tweak how the AI actually works, my stuff is just mostly superficial flavoring.

My personalities are randomized just like vanilla's, and have certain requirements based on ethos, civics, traits, etc. For instance, Plunderers of Knowledge requires Militaristic, Splendid Isolationists requires Xenophobic, etc. They also have various weights based on ethos, civics, traits, etc just like vanilla's personalities. If you see random personalities that makes no sense, like Splendid Isolationists who're Xenophile, that may be a mod conflict or corrupted installation.
OddTomato 11. říj. v 12.33 
(Read top down, the second comment is the first part because I went over the character limit.)
OddTomato 11. říj. v 12.32 
@cybrxkhan So, I forgot to send my reply yesterday. But that's fine.

AI personalities like: Haughty Supremacists, Proud Nationalists, Plunderers of Knowledge - Have by default set any other species as undesirable. Even if the empire is neither xenophobic nor authoritarian.

AI personaliteis do affect the preferred settings an empire uses, and the settings they start with. (This includes the player.)
OddTomato 11. říj. v 12.31 
You could possibly resolve this is to make Xenophobia a requirement in order to obtain these personalities, similar to how Metalheads and Fanatic Purifiers(Without Utopia) in vanilla require xenophobia. Or you could tweak them to not be genocidal. On your 'intended behaviour' list for example you stated that the Proud Nationalists are inspired by the Nords, but the Nords did not seem to purge all other races in ES5 Skyrim, they just essentially give them Residence.

Lastly, I'm a bit confused on why many AIs are randomized, instead of being linked to specific factors like civics and traits. Every time start a new galaxy with the same empire for testing over I get a different AI despite having nothing change about its core properties. If requirements aren't met shouldn't pick a vanilla one? I haven't noticed a single Hegenomic Imperialist during my testing.
cybrxkhan  [autor] 9. říj. v 20.10 
@OddTomato I don't touch how those systems work, I don't think it's possible to change that with the specific kinds of code I add since the code I touch mainly has to do with diplomacy, and even then it isn't really the gameplay AI mods which goes much deeper into those kinds of things.
OddTomato 9. říj. v 10.36 
A consistent issue I have with this mod is that AIs keep genociding any subspsecies they start with and end up crippling their economies.
cybrxkhan  [autor] 2. říj. v 22.32 
@A-Sartek Appreciate the heads up, thank you! Will make a note to look into that when I do the next update.
ckinderknecht11 2. říj. v 17.26 
Not bad, kid.
A-Sartek 2. říj. v 17.20 
Hmm, I got an error.
[trigger_impl.cpp:11705]: has_policy_flag trigger at file: common/opinion_modifiers/01_personality_opinions.txt line: 388 is referencing an inexistent policy flag

This could be fixed by changing line 388:
FROM = { has_policy_flag = interference_full }

--> FROM = { has_policy_flag = interference_aggressive }
Not a big deal but just a heads up :crashthumbsup: