Stellaris
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slightly smarter ai
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29 апр. 2024 в 2:45
7 ян. в 21:05
24 бележки за промени ( преглед )

Абониране, за да се свали
slightly smarter ai

Описание
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

If you are a veteran player, or know how to properly specialise your worlds throughout the game - i suggest Captain difficulty with SSAI. That makes up for the efficiency that you, the player, understand with civic/tradition/job choice.

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
101 коментара
Cheesemongle  [автор] преди 3 часа 
evolved already has its own stuff to help the ai. do not use both
Bachu преди 4 часа 
is there any chance that this mod would work well with stellaris evolved alpha? @Cheesemongle
月晓空 27 ян. в 22:07 
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.
Cheesemongle  [автор] 24 ян. в 18:42 
Thanks! I think!
KIZZY 24 ян. в 12:45 
Thank you so much for making the only functional mod that improves the AI, never give it up, I love you.
Cheesemongle  [автор] 19 ян. в 19:41 
Thats pretty much what it has now. Economic plan in game files, it'll reach a target then increase it once its met the target for all its resources.
KyberWolf 19 ян. в 10:42 
I have an idea to help with getting the AI to plan ahead. What about yearly growth targets? I was reminded of the "obsessional directive" civic for machine intelligence, and thought it could be adapted to make the Stellaris AI smarter. Maybe the AI could be told to try and increase production by something like 1-5% every year? Something that would nudge it to grow more than it needs to like a player would.
Falling5tar 12 ян. в 11:35 
Well not sure, reading the patch notes they were like AI empires no longer adopt virtuality, but doesn't this mean that if they already had virtuality they would be able to use it?
Cheesemongle  [автор] 11 ян. в 22:53 
I thought the ai wasnt allowed to have virtuality at all
Falling5tar 11 ян. в 17:37 
Is there a way for the AI to actually employ everything if it has the virtual traditions? I released a few sectors as vassals and they just unemploy clerks and enforcers, even though there is no need (since they are virtual)