Stellaris

Stellaris

81 ratings
slightly smarter ai
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29 Apr, 2024 @ 2:45am
7 Jan @ 9:05pm
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slightly smarter ai

Description
Changes how AI plans its resources, manages its jobs, and decides what ships to build.
- Ai prioritises Minerals in the early game, incase its space mining is lacking
- Ai, especially militarist and genocidal, have a much higher focus of Alloys
- Spiritualists/Hives will focus Unity, Materialists/Machines will focus Science - but not to the detriment of alloy production
- Ai will disable Clerks where they aren't needed, and Soldiers when they aren't needed
- Ai understands Holo-Theatres and employs Entertainers better
- Ai weights for ship type choices and section templates are redone, missile-preference empires will use cruisers and corvettes more than battleships (except in times of crisis, where it will absolutely prefer those)

- Ai will now properly force enforcers where crime events have occurred, to try and shut down criminals
- Ai is blocked from using Bio-Reactors due to the confusion to production it causes (it sees farmers: oh, food! it builds it: wait, i have food deficit now?)
- Ai will have its factory/foundry designations re-set if it nears or is in a deficit for either resource, preventing the ai from deadlocking its production
- Gestalt AIs will not use Habitat Hydroponics designation, as they would have no way of producing amenities
- AI will destroy some useless buildings every once in a while, such as hydroponics or commercial zones, where those jobs aren't giving any value.

Other change(s) this mod makes that aren't related to AI:
- adds clerk/soldier automation options to manage their jobs but not build new buildings
- the Destroyer Picket bow is now 4 PD slots, instead of 2 Small + 1 PD (where it lacks a slot due to small slot equivalence rule)
- Acceptance for Subjugation is reduced significantly

AI on Ensign difficulty can keep up with the player, instead of totally falling behind in early and mid game. If AI's brain turns off in Lategame, let me know

Game version v3.14+
Place this mod above all others to allow overwrites

overwrites:
- foundry/factory colony types, habitat gestalt farming colony type
- hydroponics farm, commercial zone building, archaeostudies lab, bio reactor building
- colony automation exceptions, colony automation categories (all)
- economic plans (all)
- corvette, destroyer, cruiser, battleship section templates + ship sizes

COMPATCH:
for NSC3
108 Comments
Kronosfobi 2 Mar @ 9:49am 
From my experience it specifically triggers on Real Space, during the battle on sentient crystal astreoids.

It can consistently kill the top 2 astreoids but specifically bugs out trying to fight the rest and no matter retreating or reloading the save, it doesnt fix the issue.
Only ships that could attack were Battleships with hangars but those slowly get dragged away by the rest of the navy out of fighter range.

Thank you for the response.
Cheesemongle  [author] 2 Mar @ 8:56am 
that's a vanilla bug, if i know what youre talking about. its based on one fleet being in the wrong place according to the combat manager. its not anything that can be changed with a mod
Kronosfobi 2 Mar @ 8:25am 
Just to make sure I have to ask this.
Does your AI affect fleet combat?
For I have started to encounter a problem while using Real Space that my ships start to circle around themselves against a certaint type of enemy and insist on not shooting said enemy.

Im trying to figure out if its a Real Space incompatibility issue with Grand Archive DLC, or a mod clash.
Keksimus 24 Feb @ 8:25pm 
After the StarNet mod was abandoned, playing Stellaris with the dumbest AI became "impossible." Now that I’ve found this mod, even though the AI isn't as brutal as in StarNet, playing Stellaris has become much more interesting — just like before!

Huge respect and gratitude to the author! :Hire:
Cheesemongle  [author] 9 Feb @ 4:45am 
Can be added in an already started game, yeah. No game-start stuff.
66% trustworthy 9 Feb @ 3:16am 
Can this be added to an already Started Game or will it break?
SInonChan 5 Feb @ 3:57pm 
I will be honest this is probably one of the best ai mods I've used and the only I will use. In the original game before I got this mod all the ai built was Anchorages now they building megastructures and ship yards. Overall great mod and keep up the great work
Cheesemongle  [author] 1 Feb @ 12:41am 
evolved already has its own stuff to help the ai. do not use both
Bachu 1 Feb @ 12:07am 
is there any chance that this mod would work well with stellaris evolved alpha? @Cheesemongle
月晓空 27 Jan @ 10:07pm 
Hello creator, can you improve AI's recruitment of leaders? I feel that AI basically only recruits one or two leaders and doesn't care, but there is still a big gap in the leader limit that can be filled, especially for scientific leaders.