Stellaris

Stellaris

58 ratings
AI Personality: Economic Flavor [3.2]
   
Award
Favorite
Favorited
Unfavorite
Gameplay
Tags: 3.2
File Size
Posted
Updated
0.202 MB
Apr 7, 2020 @ 7:47am
Nov 23, 2021 @ 7:37am
7 Change Notes ( view )

Subscribe to download
AI Personality: Economic Flavor [3.2]

In 1 collection by Dragatus
Dragatus' Vanilla-ish Mods
9 items
Description
tl;dr: This mod is compatible with almost all other mods and makes the AI roleplay its ethics when handling planetary construction so that for example materialists will build more labs and militarists will build more foundries.

Introduction
The goal of this mod is not to make the AI strictly better, but rather to make AI empires more distinct. You'll find conquerors focused more on alloy production, materialists building more research labs, and spiritualists building more temples.

How it works
All empires still start out with the same goals regarding things like energy and minerals and some alloys and research. But beyond that empires may be assigned a "flavor" based on their ethics and the flavor determines which aspect of the economic plan to focus on. Depending on ethics an empire could have all three flavors or none.

The flavors are:
1) Militarists, xenophobes, gestalts focus on Alloys.
2) Materialists and machine empires focus on Physics & Engineering research.
3) Spiritualists. hiveminds, and Rogue Servitors focus on Society research & Unity.

Other effects
The basic plan has been tweaked too. The AI will be more concerned with getting some basic research and it won't care as much about going over the admin cap until it has enough research for it to matter.

The mod also makes the AI more ambitious in the long term. The vanilla plan only gives the AI the goal of generating 300 Alloys and 1500 total research per month after which it's anyone's guess what it'll build. The mod checks whether this goal has been achieved and if so it gives the AI new goals of generating 1500 Alloys and 7500 total research.

Special emergency plans have been added for when an empire runs into a shortage of a resource. These economic plans will have the empire focus on addressing the shortage before worrying about anything else.

The mod further tweaks planetary designation logic. Automatic designation will now only set planets as Colonies, Industrial Worlds (if not Gestalt), Forge Worlds (if Gestalt), and Research Worlds. Other designations still exist, but have to be set manually and won't be used by AI empires.

Finally, Industrial Worlds now reduce upkeep of both Metallurgists and Artisans by 20%, which puts them on par with Forge and Factory Worlds (note that the latter also substitute jobs so that all jobs provided by Industrial Districts get the -20% upkeep).

Compatibility
The mod was last updated for Stellaris 3.1 and the Lem patch.

This is a gameplay altering mod, so it will prevent you from getting achievements.

The mod overwrites two filles:
- Stellaris/common/economic_plans/01_base.txt
- Stellaris/common/colony_types/00_colony_types.txt

It will be incompatible with other mods that overwrite either of these two files (most likely AI mods), but should be compatible with everything else.

Shameless self-promotion
I'd be grateful if you could rate the mod with either thumbs up or thumbs down. The button for it is up just below the mod cover image. If you really like the mod there is also a favorite button nearby.

I also made a mod that tries to improve on the existing ascension perks to make unity generation more useful: Useful Unity: Perked Up Perks.

I also created a Discord server[discord.gg]
< >
49 Comments
Dragatus  [author] Nov 23, 2021 @ 7:38am 
v1.1.2
- Made compatible with 3.2 Herbert update.
Nettle Oct 16, 2021 @ 5:26pm 
Excellent. That's what I'm looking for. A somewhat more competent but not "I am the crisis now" AI. :V
Peter34 Oct 16, 2021 @ 2:47pm 
Nice!
Dragatus  [author] Oct 16, 2021 @ 1:58pm 
Yes, it will.
Peter34 Oct 16, 2021 @ 10:11am 
Thanks for the fast bugfix! Will it apply to an on-going game?
Dragatus  [author] Oct 16, 2021 @ 3:01am 
@Nettle
In my experience it performs somewhat better than vanilla, but don't expect anything as dramatic as Starnet/Startech.

For example with my mod an ensign AI is likely to build a lab as the 1st or 2nd new building on the capital, while vanilla AI will never do that. The AI will also build a moderate number of industrial districts while vanilla AI barely builds any at all (at least on ensign difficulty).
Dragatus  [author] Oct 16, 2021 @ 2:47am 
v1.1.1 update:
- fixed bug that prevented players from picking Forge World designation
Peter34 Oct 14, 2021 @ 7:12am 
I'm using this mod, and not the other one I talked about, and I can't seem to select Forge Worlds as the Designation. I only see a Designation that shifts 1 Job per District to Consumer Goods, and a Designation that gives a bonus to both CGs and Alloys without shifting Jobs.

There should be a Forge worlds Designation that shifts 1 Job per District towards Alloys, but there isn't.
Nettle Oct 13, 2021 @ 3:28pm 
I'm curious, in general how does the AI perform with this mod? Vanilla AI tends to be a bit....weak at the moment. I'm looking for an AI mode that will help them not be pushovers but also not make them uh, unstoppable.
Dragatus  [author] Oct 5, 2021 @ 9:37pm 
I'm unfamiliar with that mod, but if you make it load after Economic Flavor it should "win" and you should get all of its features.

The colony types are edited in my mod to make the AI choose only between Industrial/Forge and Research Worlds because I found that makes it build more Industrial Districts and perform better. Industrial World is also buffed to be on par with Forge and Factory World.