Stellaris

Stellaris

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AI-Player Exclusive Archaeology & Astral Rifts
   
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31 Oct, 2020 @ 4:05pm
8 May @ 8:04pm
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AI-Player Exclusive Archaeology & Astral Rifts

In 1 collection by Ariphaos
Ariphaos Personal Modlist
23 items
Description
This mod does for Archaeology what Distant Stars did for Anomalies. Rather than have the AI get the same sites you do, the AI gets sites only visible to it, and can't see or excavate player sites (those with an active story).

Additionally, all random sites are generated within borders, beginning ten years after game start.

For AI, this happens with a small chance when it builds a starbase, or when territory changes hands. They give relatively meaningful rewards, but be aware they can slow down expansion if not used with my Unofficial Patch or other AI mod. The suppression timer is shared with vanilla, to give players the best chance at any mod-added sites.

For players, this happens on a randomized timer. You should see a new site pop up in your territory every ~4 years or so, but it is quite random. No more than one site will show in a given system, and never in an empire's home system.

Astral Rifts granting artifacts are also excluded from the AI.

Future Plans There are some pretty novel things you can do with archaeology, which I mean to take advantage of in the future. I also want to make some AI-only artifacts, particularly to give homicidals more of a fighting chance.

My Main Stellaris Mods
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These are intended to be balanced, suitable for multiplayer, etc.

  • Unofficial Patch fixing hundreds of bugs in vanilla Stellaris.
  • Biopsionic Mastery enables biological ascension to be combined with others while using my patch.
  • Yet Another Galaxy Enhancement Mod - Adds new galaxy sizes, star names to fit, and tweaks galaxy generation slightly.
  • Bypass Adjustments - Some small tweaks to wormholes (you won't pull the lever and piss off a Fallen Empire any more). Major overhaul for Gateways, making them feel a lot more strategic in the endgame by making them require black holes. Also blocks Fallen Empires, random empires, and space critters from using your Gateways.
  • Sensor Expansion - Adds more functionality to sensor tech.
  • AI-Player Exclusive Archaeology - Makes a set of AI only dig sites, so the player can enjoy the rest.
  • All Systems Spawn - What it says on the tin. Spawns all rare systems, leviathans, and [REDACTED]

My Other Stellaris Mods
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These are not balanced, and drastically increase the player's power.

  • All Anomaly Spawns - Removes the null spawn chance from the anomalies that have it, allowing you to get all anomalies.
  • Assorted Precursor Adjustments - Currently this just makes it so that you can get all precursors. Remaining issues this addressed were addressed by Paradox.

Supporting Me
=============================

I now have a Patreon:

[patreon.com]
88 Comments
waddysjunk 10 Jul @ 4:38pm 
would this allow me to get the crysyal rift to spawn instead of ai
Ariphaos  [author] 28 Jun @ 2:58am 
@spectre199 not exactly. Some of them get locked from being generated again until resolved, in which case the AI can't do this to a player.
spectre199 26 Jun @ 6:31am 
so If I am understanding this correctly. This mod adds more astral rifts to the player?
Dr. Nolegs 14 Jun @ 5:14pm 
This may not be a result of this mod, especially since you don't edit that site directly in the code, but I am having the behavior where Clone Army AI empires do not seem to complete their event chain, which begins with them doing an archeology site.
Ariphaos  [author] 8 May @ 8:07pm 
Fully backwards compatible.

It now also prevents the AI from getting the relic astral rifts.
Calamitous Penguin 8 May @ 6:38pm 
Anyone knows if this is working on 3.12? Just looking for confirmation before adding and having to troubleshoot if something is not working.
Dr. Nolegs 8 May @ 7:25am 
@ariphaos I definitely would find that appealing!
Ariphaos  [author] 12 Mar @ 9:28am 
The only unique rifts are the ones that hand out artifacts. I could have this apply to those easily enough.
LHCHN 10 Mar @ 1:13pm 
well my bad i just notice theres a same question. please ignore this
LHCHN 10 Mar @ 1:11pm 
Will be a mod work same way on rifts?