Stellaris

Stellaris

Make the AI Terraform Again
54 Comments
Warmonger 17 Jul @ 10:01am 
Achievement compatible ?
焱淼 22 Apr, 2024 @ 12:02pm 
Does version 3.11 still work? Will this mod improve the AI's bad habit of preferring to colonize planets or habitation stations on a large scale?

3.11版本还能使用吗?这个MOD能否改善AI喜欢大范围殖民行星或居住站的坏习惯?
WP 🥔 16 Aug, 2022 @ 12:18am 
Is this mod still necessary another year on?
This mod is still needed to get the AI to terraform in 3.1
falhxer 9 Jun, 2021 @ 4:23am 
Le dotto
KrashLog 23 Apr, 2021 @ 1:41pm 
Would like to know if this was fixed in 3.0, too
BladeRnr 18 Apr, 2021 @ 8:02am 
Curious to know if this mod is still needed in 3.0.1 (Nemesis)? Or if it requires updating with all the changes that Paradox made?
Kepos 19 Oct, 2020 @ 6:02am 
It shows that this mod is preventing 36 building slots to work.
Vini 22 May, 2020 @ 6:47am 
Does it work with Planetary Diversity?
17blue17 23 Mar, 2020 @ 9:40am 
thank you for the update
Maniac  [author] 23 Mar, 2020 @ 1:55am 
Current implementation doesn't use is_majority_species anymore.
17blue17 8 Mar, 2020 @ 3:31pm 
is_majority_species = prev.prev removes the error but I have no idea if it works
Maniac  [author] 8 Mar, 2020 @ 2:51pm 
I might need to change that to is_majority_species = prev, so that it refers to the country scope.
17blue17 8 Mar, 2020 @ 2:34pm 
Question: is_majority_species = yes. You have many of these commented out but you still have some left that are not commented out in OR sections in gai_survey_pops.txt. The game error log does not complain but the cwtools error checking mod thinks there is a scope error with the ones not commented out. Maybe ok as is? Thanks for the great mod.
hypersot 10 Dec, 2019 @ 5:12pm 
@Maniac
can you check if it works by bringing the files in the 'common' folder to the root? (ie. remove the 'common' folder but not the contents)
I did so and the error is gone from the launcher.

Please verify if the mod works as intended that way. I posted that solution elsewhere as well but haven't gotten an answer so far.

Thanks.
FailSafe 6 Dec, 2019 @ 4:31pm 
Not that I have seen unfortunately. Weirdly enough I got around the problem by reuploading your mod under a slightly altered name so I could still use it with a friend in multiplayer (personal use only :) ).

Seems to have worked, no new local mods appearing. And all I did was copy and paste the 'common' and 'events' folders into a new mod...
Maniac  [author] 4 Dec, 2019 @ 11:17am 
That damn launcher... :-(

Did any of those other mods propose a solution by any chance?
FailSafe 4 Dec, 2019 @ 4:50am 
It says there is something wrong with the game files, and to contact the mod author - I have the problem too. It seems to create a local mod file and enable that instead in the launcher. The local mod doesn't disappear when you unsub either.

Seems to be a problem with a few mods at the moment unfortunately...or a problem with the launcher.
Maniac  [author] 28 Nov, 2019 @ 11:47pm 
If it says "This mod requires game version 2.3", that you can ignore. Nothing was changed between game versions 2.3 and 2.5 that would affect this mod's functionality. If the problem is something else, you'll need to be more specific.
Leviathan 28 Nov, 2019 @ 11:28pm 
new launcher says somethings wrong with your mod
Maniac  [author] 21 Nov, 2019 @ 7:48am 
Yes, yes and yes. :-D
Longprao 21 Nov, 2019 @ 7:42am 
Is this mod still relevant? is it working with 2.5 and current Starnet? Thanks!
Gavril 21 Oct, 2019 @ 8:35am 
Wait... does this do anything for AI subspecies? I don't think it does...
plutonianempire 11 Oct, 2019 @ 11:22pm 
Thank you!
kgptzac 11 Oct, 2019 @ 1:20am 
There are mods that do the following:
1) limit AI from making subspecies
2) merge subspecies
3) disable xeno-compatibility
4) disable bio ascension

these are the answer to AI spam sub species, especially if you play with increased trait points
plutonianempire 2 Oct, 2019 @ 4:28pm 
Sadly Im still getting species spam even after installing, @Lyserus ;_;
Maniac  [author] 2 Oct, 2019 @ 1:23am 
Should work. Last I checked there was no overlap in files.
pignans 1 Oct, 2019 @ 3:38pm 
So just to clarify this mod will work with Starnet + Starnet friendship patch right?
Giorgio Tsoukalos 26 Sep, 2019 @ 2:57pm 
MATA
Lyserus 15 Aug, 2019 @ 11:48pm 
I wonder if this will finally prevent AI from over-genetic-modifying and have a sub race for each planet
Syntax 14 Aug, 2019 @ 8:51am 
do I need a new game for this to work, and will it work with planet diversity? Many Thanks
TechSY730 14 Aug, 2019 @ 7:32am 
Re: PD + New Worlds, there is alternate version of the mod I posted that also supports New Worlds: https://gtm.steamproxy.vip/workshop/filedetails/?id=1631988811
Hong Meiling 13 Aug, 2019 @ 8:08pm 
@Malrama Sorry, there wasn't anything written in the description if it was compatible with PD in the first place. Can't be blind about something that doesn't even exist. The comments below mine is only regarding P.D+New World, not P.D itself.
Maniac  [author] 13 Aug, 2019 @ 4:07pm 
Ah, so there already exists a terraforming mod for the Planetary Diversity players. Awesome! :-D

Of course you can use ideas from this mod. Having looked at your mod, I'd say the difference is: in my mod planets will be terraformed to the climate of the founder species, while in your mod there's an equal chance for them to be terraformed to the climate of any valid species in your empire.
TechSY730 13 Aug, 2019 @ 2:28pm 
Hey, I maintain a mod where we work with applying and expanding the groundwork done by Glavius to work with all planet types added by Planetary Diversity: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1631988918

However, in doing so, I have made a lot of tweaks to the weight system as well as the survey pops event. If you are interested, you can use any of the changes we have done.
Also, may I have permission to get ideas from anything you have done in this mod?
Knapp 13 Aug, 2019 @ 8:28am 
I wish the base game had a mode where if you reduced the number of habitable planets present, it increased the number of terraforming candidates (like Mars) present in the game to suit.
Maniac  [author] 13 Aug, 2019 @ 3:36am 
Oh wait, perhaps my different experience (not with frequency of migration pacts but with frequency of different-species leaders) is because in my personal mod I changed the define to reduce the likelihood minority pops are chosen as the next growing pop.
Maniac  [author] 13 Aug, 2019 @ 2:52am 
Weird. How do you define "midgame" though? In order to be competitive with humans, they should sign migration pacts as soon as possible. Signing one in 2300 won't do much for instance.
The Mind Castle 13 Aug, 2019 @ 1:39am 
@Maniac actually, I see my AIs sign migration treaties all the time, to the point that by mid-game years at least half of the empires have a ruler that is not of their native species. It is actually quite annoying, and I'm not even using any AI mod.
Maniac  [author] 12 Aug, 2019 @ 1:19pm 
@Malrama: yeah, wasn't sure if Del was trolling or just unobservant. Anyway, I just had a look at Planetary Diversity. They have like 40 planet types. Squared means 1500+ terraforming projects that would need to be edited. Sounds rather lengthy and boring.

@CarbonCopy: I think you overestimate the willingness of the AI to sign migration pacts. In my Planetfall mod I have included code that makes the AI more willing to sign migration pacts with species of a different climate type, and yet there were still many uncolonized worlds in my games. To the point that there was this huge terraforming spree of dozens of worlds in the 20 years after I added this mod's code. So there should still be a noticeable improvement in AI performance.

In any case, why would it matter if only xenophobes terraformed? Signing migration pacts is clearly the cheaper and more powerful option (unfortunately, for the playstyle variety of the game).
VAN 12 Aug, 2019 @ 1:12pm 
sorry
CarbonCopy 12 Aug, 2019 @ 11:53am 
This still only means that Ai with the xenophobe trait, or basically any trait that segregates a faction politically, will be the only ones terraforming.

"Countries with an organic main species will terraform planet to their climate preference, if they do not have any other species, able to colonize, that prefers living in that climate."

By the time one has unlocked the tech to terraform, anyone that isn't a fanatical murderer will be able to colonize any planet with a variety of species available. Unless im reading it wrong, and the decision to terraform does not also include species from federations or alliances.
Vyllis 12 Aug, 2019 @ 11:23am 
Going to try it with Starnet.
Wubbbi 12 Aug, 2019 @ 6:46am 
@.Del you are blind right? Please tell me you are blind ...
Hong Meiling 12 Aug, 2019 @ 4:25am 
Is this compatible with Planetary Diversity?
Allein 11 Aug, 2019 @ 11:02pm 
@Maniac
yeah, but some of us do use Planetary Diversity. it is simply a good mod, you should try it!
Spiffing Reynard 11 Aug, 2019 @ 2:19pm 
Musk approves this mod
Maniac  [author] 11 Aug, 2019 @ 9:24am 
Sorry Lex Peregrine, but I don't use your mod, so lack incentive to make a submod for it.
JenkoRun 11 Aug, 2019 @ 3:32am 
#288. Dr. Bright is NOT allowed on the Steam Workshop. Ever.
_b1ack0ut 10 Aug, 2019 @ 11:04am 
o shit is that Dr Bright i see? CONTAINMENT BREACH!