Stellaris

Stellaris

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AI Game Performance Optimisation 4.0
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4.030 MB
1 Aug, 2020 @ 3:22pm
6 Sep @ 4:45am
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AI Game Performance Optimisation 4.0

Description
This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among other things. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the AI's gameplay.

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What the mod does to effectively boost performance:
  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).

  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).

  • Modifier Updating Optimisation: Reduces the burden of updating modifiers by decreasing their update frequency to 3 times per month (optional).

  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).

  • Disable AI Omnicodex Relic: Stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species (optional and configurable).

  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).

  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).

  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.

  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).

  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, destroyers, and cruiser by putting a cap on corvettes and frigates to 60, destroyers to 30, and cruisers to 15 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser, and 2 cruisers are replaced with a battleship. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This only occurs when possible e.g., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).

  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.

  • Restrict AI Eternal Vigilance: Prevents the AI from picking the full and half spending policy options from the Eternal Vigilance ascension perk. This should also provide a high performance boost (optional).

  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); 'Disable AI Hyper Relays', 'Improve AI unemployment', and 'Restrict AI Eternal Vigilance' (optional).
Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:
- Lower habitable planets.
- Lower guaranteed planets.
- Disable Logistics Ship Cost (Can give more performance potentially but it's an unreliable option at the moment).

Latest update:
- Added a new optimisation "Restrict AI Eternal Vigilance" that prevents the AI from picking the full and half spending policy options from the Eternal Vigilance ascension perk. This should improve performance and daily tick average by two thirds! Special thanks to Collapsar for the testing! This will require a new start, or early game for it to take effect.
- Fixed a conflict with Giga bypassing the "Restrict AI Hyper Relays" optimisation.
- General bug fixes.

Future development:
- Construction ship and/or science ship limit.
- Look into pop groups and how they affect performance (if so, change migration policy for AI etc).

- If you think there is a problem with the AI that slows the game, don't hesitate to comment it below, pop it in the discussion, or let me know it the discord!

Additional information:
- Mostly compatible with current save game but some of the features will not work and will not break the game if enabled.
- Compatible with Glavius and Starnet mods.

Supported Languages:
- English
- Polish - requested and translated by Ereno.
- Not used (outdated); French - requested and translated by Cerodan.
- Russian - requested and translated by unknown.

Compatibility:
- Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).

Mods that edit Hyper Relays economic category or the mentioned ascension perk will conflict those options. Mod should be placed at the very end (at the bottom). When this mod is not prioritised in the load order (where conflicting mods exist), this will stop some of the features of this mod from working, but keep the edits of the other conflicting mods. In short, it will only conflict with the mentioned bits.

Other mods:
Ultimate Automation
Original Origins, Traits, and Civics
Cleanse & Rebirth

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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Donated This Month: £0
Popular Discussions View All (3)
25
25 Jun @ 4:46am
Bug Reports
RegiZero
21
31 Jul @ 2:32am
AI behaviours or ideas that should be considered
RegiZero
923 Comments
RegiZero  [author] 3 Sep @ 2:54am 
@Figaround Hey! Simply put, the default (greyed out) is that all optimisations are active (ON) apart from "Enable some opt on players"; and red means not active (OFF).
Figaround 2 Sep @ 1:26pm 
Sorry, stupid question, but as much as I played with this mod (last time over a year ago and forgot a lot), I didn't know how to enable restrictions for AI, what color or what state means that the restriction option is working, please clarify.
RegiZero  [author] 2 Sep @ 3:30am 
@Gohanz If you disable "Enable some AI opt on players" then "Restrict AI Eternal Vigilance" will only apply to the AI.
Gohanz 1 Sep @ 8:26am 
It would seem if you disable Eternal Vigilance auto-build for AI it also becomes unavailable to players.
Is there a way to avoid that I'm not seeing or is it a bug?
RegiZero  [author] 24 Aug @ 5:04am 
@Dr.Vaфе!ь Not sure but probably not much if I was to guess, I didn't really test that. The "modifier updating optimisation" should also affect traits that add modifiers, yes.
Dr.Vaфе!ь 24 Aug @ 1:45am 
Hey. Am curious: can automodding trait affect performance and does "modifier updating optimisation" affects auto modding.
RegiZero  [author] 22 Aug @ 10:21am 
@Aparajita Sorry for the delay. I did a have a look and it seems like it does work as intended even with mods that add ship classes. Not sure what is wrong on your one :/
RegiZero  [author] 22 Aug @ 9:56am 
Thanks again for the donation Some!
Aparajita 14 Aug @ 12:48pm 
I use mods like ACOT, which does change ship classes, but it doesn't modify base ships afaik. Not quite sure. I can PM you a list if you'd like (I'm aware that its, obviously, not your job to fix mod conflicts or whatnot), only that you seem interested in finding out what might cause it.
RegiZero  [author] 14 Aug @ 7:33am 
@Aparajita Hmm, this optimisation would not conflict with any mod unless does something really significant to ship classes. I will double check that it does work correctly but I'm not sure what it could be if it does.