Stellaris

Stellaris

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AI Game Performance Optimisation 4.1
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4.037 MB
1 Aug, 2020 @ 3:22pm
20 Oct @ 4:30pm
64 Change Notes ( view )

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AI Game Performance Optimisation 4.1

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 also allies to bio-ships and 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).

  • Improve AI fleet count: Prevents the AI from having multiple partly filled fleets and merges them when possible while not at war.. 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); just '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:
- Updated to 4.1
- The optimisation "Improve AI unemployment" is no longer included in "Enable some AI opt on players".
- The optimisation "Restrict AI Habitats" now excludes the void born/forged origin.
- The interface was updated so I have more space for new optimisations and therefore, it's a bit... rearranged.
- Speaking of new, the optimisation "Improve AI fleet count" has been added! It stops the AI from having multiple partly filled fleets and merges them when possible while not at war.
- 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.
- Not used (outdated); 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
The Imagination Mod

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
24
5 Nov @ 2:10pm
AI behaviours or ideas that should be considered
RegiZero
1,000 Comments
Plauge_Dragon 3 Nov @ 1:43pm 
It's working now! Thanks!
RegiZero  [author] 3 Nov @ 4:29am 
@Plauge_Dragon Hmm, maybe the order of doing things is important here as well. I would suggest unsubscribing, going into the workshop folder and deleting the numbered folder for this mod (if still there). Then, going into documents and deleting the file ugc_2184737698.mod in the mod folder (again, if still there); and finally subscribing again. If it works, great. If not, then the only other option I see here is me giving you the mod files (you can msg me on the discord server in description).
Plauge_Dragon 2 Nov @ 4:40pm 
@dustreaper very bottom, yes.
Dustreaper 2 Nov @ 4:30pm 
Is it at the bottom of the mod list?
Plauge_Dragon 2 Nov @ 4:28pm 
Okay, so unsub resub and deleting files didn't work. Any idea what I should do now?
RegiZero  [author] 2 Nov @ 2:19pm 
@Wairui I have populated all of the change notes now so everything is in there.
RegiZero  [author] 2 Nov @ 1:34pm 
@Wairui I do every time, it is always in the comments section, but I guess you mean that changes note section which I always forget about haha
Wairui 2 Nov @ 1:20pm 
RegiZero: Instead of a mysterious blank update note, please provide information on what the update is about so players can decide to update this mod in an ongoing game. Even basic stuff helps like what new features added, what bugs are fixed, or is it a simple version stamp update... etc.
RegiZero  [author] 2 Nov @ 3:30am 
@Plauge_Dragon It should pop up at game start or you can go into in at anytime during the game using the edict. If you don't have those then the mod must not be installing for some reason. I suggest resubscribing or going into the mod files and deleting the numbered folder entirely (2184737698).
Plauge_Dragon 1 Nov @ 1:24pm 
Is there an Event ID to make the config menu pop up?