Stellaris

Stellaris

Better AI economies
72 Comments
Ramos.C 16 Aug @ 11:30pm 
Thank you for considering to put a legacy for 3.14
marchin_81  [author] 12 Aug @ 1:08pm 
the no updates from devs, honestly they just changed their strategy. they were frantically trying to release patches as quickly as they could, but those were just causing more issues as they were so hastily done. when in the end what they needed to do was just fundamentally rethink some of their decisions and really put time into fixes. now when they'll get to the economy-- as some other modders have pointed out, an average planet now can produce far, far more energy than even a fully built out dyson sphere-- idk. but, hopefully I can get through my own roadblock here and move on to updating the broader economic changes I made for 4.0
marchin_81  [author] 12 Aug @ 1:08pm 
oh, i've just ignored wilderness for the moment. the empires/shipsets I keep checking in the mod not building ships are: Klingon, Babylon 5 Earth Force, and Minbari.

they've separate unique personalities they're always assigned, their own shipsets... one uses tritanium, the other two duranium in ships. they use different weapons techs, shields vs armor etc etc etc. Romulans, Vorlons, Cardassians, and Centauri on the other hand makes ships just fine. even the giant ones. and it's consistent, across 10 games so far. so not just random bad luck.
B flat 12 Aug @ 11:59am 
i suggest maybe waiting a few weeks / a month so the devs come back from vacation or something
3 months no patches lmao
the unsable claims to be "fixing" things, but i honestly haven't found anything particularly different
booper02 12 Aug @ 10:57am 
Wilderness in particular seems unable to function as an AI empire, if I had to guess they don't nearly prioritize biomass production enough so they run out and get stuck in an economic dead end
marchin_81  [author] 12 Aug @ 8:25am 
lol, I'm nearly at this part of the larger mod again. though I've hit a snag in that there are just a few empires that never build ships and I... can't find a freaking clue as to what it could be. they've different ai personalities, different techs, plenty of resources, favor different ship sizes... and it's consistently the same shipsets/empires that won't build ships. meaning it's likely something with them specifically vs some random economic issue they're hitting. but... no idea.

so that's sort of delaying me, figuring out wtf is going on.
Nesserino Scissors 11 Aug @ 11:37pm 
please update I beg
booper02 8 Aug @ 12:35pm 
its even bad on empire types that *should* have synergy with the typically wide style the AI adopts precisely BECAUSE they seem to refuse to EVER touch their planets beyond "colony established, build 20 agricultural districts, next :)" (the planet has bleak)
marchin_81  [author] 8 Aug @ 8:23am 
on the legacy mod, yeah i can just keep this one up and upload a new one for 4.0 (on that front, I'm back to trying to figure out how to get the ai to build ships, meaning I'm close to starting to re-write the economy events this mod was based on).

on the ships, yeah. what's frustrating is it's not just one thing. sometimes it's that something is negative, sometimes just cost, and other times it seems the scaling subplans as they're called in the economic_plans for AI gum things up. they just get stuck trying to scale up something and stop doing anything else-- a problem exacerbated by the fact the AI still sucks at picking and placing buildings.
booper02 7 Aug @ 7:01am 
I can doubly confirm what marchin_81 is saying, I've had several AI with the option and economy to build a navy but they just dont....
Like 100 years in and "best I can do is (150 corvettes)"
Ramos.C 6 Aug @ 8:15pm 
Hi, once you update the mod to 4.0, can you make a Legacy Version for 3.14?
Tempes Skumarck 9 Jul @ 10:12am 
this mod also help when i let AI taking care of my colonies?
Hazardous 25 Jun @ 8:02am 
Desperately need this mod for playing megacorp. I can't even run if my commercial partners refuse to walk.
marchin_81  [author] 18 Jun @ 7:27am 
that's the kind of stuff i'm trying to navigate now. and actually, having tried to add new resources myself the past year, that may well be because of their new resources in part (and overall changes). the files that govern how the ai wants/spends resources are pretty fickle.

partly because the ai does thing based on priority lists, it seems. it can't multitask. it also doesn't seem to like spending resources if a ship is over a certain amount (even if it has more than enough resources) or if any single thing is negative. could have 20k in storage, but -1 income and they'll stop building. this whole mod came out of trying to solve that issue in my larger mod. added new weapons & techs, rebalanced fleets, and... they wouldn't build anything.
B flat 17 Jun @ 10:38pm 
Take all the time you need. They're not gonna fix this anytime soon.
B flat 17 Jun @ 10:37pm 
@marchin_81 Whilt it's true that basic resources are now easier than ever for GA AIs (they're still super bad with resources on lower difficulties), they don't seem to actually use those resources though. I just tested 100 years because I always out-scale even GA in 30 years and what I've seen is incredibly disheartening. Sometimes they build nothing at all, despite being capped at resources. Sometimes they just spam fortresses and hydroponics. Sometimes they don't even colonize (couple empires with 1 planet after 100 years).

A mod that makes the AI actually play the damn game is sorely needed.
Bluetail 17 Jun @ 6:29pm 
No problem.
marchin_81  [author] 17 Jun @ 6:23pm 
biggest reason i put off updating it for the moment is because the new economic model shot things crazy in the other direction. the ai is no better at actually picking buildings or managing their economy, but the way resources come from pops passively now means most test games i tried the ai was flush with resources. they basically made it idiot proof. you can suck at managing your economy (like the ai) and it's near impossible to lose.

so really want to rethink how this is working.
Bluetail 17 Jun @ 1:37pm 
I see that too Booper02, I was like "Why was I able to just overpower economily capable empires with just spamming battleships?"
Norym 12 Jun @ 7:08pm 
I need you AI sucksss pls
booper02 6 Jun @ 2:51pm 
anyone else seeing AI not build alloy zones and just struggle to field a navy or is that just me
Norym 28 May @ 10:23pm 
need update
Dana "Boss" 16 May @ 8:18pm 
Can it work with current version?
marchin_81  [author] 11 May @ 1:08pm 
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 May @ 5:07am 
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  [author] 11 May @ 2:13am 
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 May @ 8:19am 
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  [author] 7 May @ 7:36pm 
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  [author] 6 May @ 3:12pm 
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 May @ 9:41am 
how's this doing in 4.0?
Remulus 28 Apr @ 8:40am 
How good is it?
WAAAAGH!!! 14 Apr @ 5:31pm 
wow! I needed something like this
Fernando Cruz 26 Mar @ 3:28pm 
But I like to destroy their economies.
mccoyco64 25 Mar @ 5:16am 
thanks, i.ll give it try:steamthumbsup:
marchin_81  [author] 24 Mar @ 11:42am 
the events all fire on monthly or yearly/bi-yearly pulses, so wouldn't think so-- but I'd still say suggested, since it's hard to predict these things sometimes.

there's nothing blatant though that wouldn't work in an existing game.
mccoyco64 24 Mar @ 4:54am 
is a new game required?
marchin_81  [author] 21 Mar @ 6:41am 
parts will likely need to be updated with the release of 4.0, but before that should be fine
ENZ29 20 Mar @ 11:53pm 
is this still compatible with current version? im new to setellaris and based on the hoi4 mods i kinda dont wanna run into outdated mods often
marchin_81  [author] 15 Mar @ 11:03am 
? this mod doesn't use inline scripts though
MightyShark 14 Mar @ 11:34pm 
Shouldn't the "inline_scripts" folder be under the "common" folder ?
Sometimes 21 Feb @ 1:22pm 
This mod might make the Federation origin actually good. Gonna give it a try and see how it works.
marchin_81  [author] 19 Feb @ 10:51am 
lol, it's honestly the reason i started pulling these out of my larger mod. getting the big mod to work right has been a giant pain in the ass b/c the AI just sucks. it seems to do things in a very linear fashion, incapable of multitasking. so if it gets stuck on one thing it just stops building ships.

they can be maxed out on every resource, have positive income across the board... just stop doing anything.

there's also a second thing I want to pull out that dictates fleet sizes so they're willing to go over limit esp when at war.
Bluetail 19 Feb @ 10:20am 
Not a hot take, its a known fact if you've been playing this game long enough.
marchin_81  [author] 25 Jan @ 11:10am 
this is actually another part of my larger mod that i wanted to pull out, though it was focused more on ships than armies. still, same basic principle just getting ai to actually build enough ships when humans will happily go 2 or 3x over their fleet limits, AI won't.

now fixing the behaviors themselves would take a bit more, because even if AI has transports you may notice they will still just sit there and bomb.
Nesserino Scissors 25 Jan @ 10:19am 
Any chance you could tweak the AI so that it actually builds armies? The AI seems obsessed with building no more than a single landing army and just bombing planets they want to take until the defense armies are gone, which prolongs wars and prevents the AI from going on rampages where they conquer all their neighbors at once when applicable (such as with the Khan)
Ascension 12 Jan @ 10:17am 
Sounds about right.
marchin_81  [author] 11 Jan @ 4:52am 
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 @ 3:07pm 
Is it possible to make the AI prioritize alloys more often? So they can afford more ships and present a challenge
marchin_81  [author] 9 Jan @ 8:32am 
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 @ 1:23pm 
Is there a chance this might conflict with other AI mods?