Stellaris

Stellaris

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Tech Tweaks [latest]
   
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20 Aug, 2023 @ 10:04pm
21 Jun @ 5:21pm
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Tech Tweaks [latest]

In 1 collection by Suzarr
Suzarr's Mods
24 items
Description
Mod Version 1.7, for Stellaris v3.12.5

This mod adjusts AI weights to help increase the likelihood that the AI will select and finish the limited repeatable techs (like fleet command limit) before diving deep into the infinite ones. This also applies to the player's empire when "auto-research" is active.

- Modified AI weights for society repeatable techs to favor finishing fleet command limit and other limited techs before the unlimited ones.
- Adds a gov't policy to decline any further infinity theses, so it will not show up as an option anymore (for safer late-game auto-research).



Part of Suzarr's collection of gameplay enhancements, balance tweaks, and bug fixes.
All mods in this collection are designed with modularity in mind, so you can pick and choose to use the components you like, and ignore the ones you don't. None of these mods depend on one another, compatibility with each other is guaranteed, and load order within the collection does not matter.

Finishing an old save on a Stellaris rollback version?
Check out my (Archive) for older versions that might be compatible.
6 Comments
KampfTomate007 15 Mar @ 4:07pm 
Understandable, i didn't manage to finish a single run so far because they keep patching the game and either mods aren't updated to the new version yet, or only a couple mods are already updated to the new version but didn't offer a rollback version so you can't continue that run either...
Suzarr  [author] 15 Mar @ 8:28am 
@KampfTomate007 To be honest I'm still operating on the 3.10.4 rollback myself, so I couldn't even easily check the files to see. But likely not... I would assume the changes are not compatible.
KampfTomate007 15 Mar @ 4:53am 
Quick question: Do you know if this works with the 3.11 update that changed tech progression?
Jesus Cat (Fwyrl) 5 Nov, 2023 @ 1:15am 
Yeah, tracking down that N was the biggest question I had - I have virtually no experience modding stellaris, but the documentation seems to be all over the place (or maybe I'm just looking in the wrong place?)

Thank you for taking your time to answer my question, and for these mods!
Suzarr  [author] 5 Nov, 2023 @ 1:34am 
It would be challenging to do, but it is probably possible. My suggestion would be to try to put a modifier on ai_weight which reduces it per rank of that tech researched, so for instance we might apply a multiplier of 0.9^n, where n = the rank of the tech already finished. There is a notation that is used sometimes in "events" or "scripts" structure that allows you to do some in-line math, which if the game accepts it the same way in this context, may make it possible to do as long as you could either find or create a variable that represents "n". Tracking down or creating that variable will probably be the biggest challenge.

This is a great idea though, and probably something I will try to look into for future updates. Thank you for the comment!
Jesus Cat (Fwyrl) 4 Nov, 2023 @ 8:36pm 
I love these QoL mods you've got, thank you ^_^

Since you seem like you might know enough to know if it's a fools' errand, is it possible to make the auto-research function research techs at roughly equal levels? ie. I've got a ton of tech options, but it researches so skewed that I'm at 30 energy weapons fire rate, and only 10 energy weapons damage, and I'd like to make a mod so it won't do that. I don't know if you can adjust the weights for the auto-picker dynamically though, nor if it's possible to easily pull the numbers out of endless repeatables