Stellaris

Stellaris

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AI Game Performance Optimisation 3.14
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1. Aug. 2020 um 15:22
5. März um 15:22
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AI Game Performance Optimisation 3.14

Beschreibung
This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among other things. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the AI's gameplay.

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What the mod does to effectively boost performance:
  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).

  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).

  • Modifier Updating Optimisation: Reduces the burden of updating modifiers by decreasing their update frequency to 3 times per month (optional).

  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).

  • Disable AI Omnicodex Relic: Stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species (optional and configurable).

  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).

  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).

  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.

  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).

  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, destroyers, and cruiser by putting a cap on corvettes and frigates to 60, destroyers to 30, and cruisers to 15 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser, and 2 cruisers are replaced with a battleship. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This only occurs when possible e.g., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).

  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.

  • Restrict AI pop count: Reduces the AI's and/or player's pops by introducing a scaling modifier on each planet individually (based on pop number); giving negative pop growth speed and pop assembly speed (notably) which is compensated with positive pop resource production (among other things) and diplomatic weight from pops. This should also provide a high performance boost, maintaining a reasonably balanced AI/player gameplay (optional and configurable).

  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); 'Disable AI Hyper Relays', 'Improve AI unemployment', and 'Restrict AI pop count' (optional).
Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:
- Lower habitable planets
- Lower guaranteed planets
- Lower pop growth

Latest update:
- Updated to 3.13.
- Added a new optimisation "Disable AI Omnicodex Relic" that stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species.
- Re-added an optimisation "Modifier Updating Optimisation" that reduces the burden of updating modifiers by decreasing their update frequency to 3 times per month.
- The optimisation "Restrict AI Corvettes/Frigates" had a cruiser limit added and extra options.
- Fixed some other minor bugs in general.

Future development:
- Adding or considering to add trade route changes.
- Construction ship and/or science ship limit.

- If you think there is a problem with the AI that slows the game, then don't hesitate to comment it below, pop it in the discussion, or let me know it the discord!

Additional information:
- Mostly compatible with current save game but some of the features will not work and will not break the game if enabled.
- Compatible with Glavius and Starnet mods.

Supported Languages:
- English
- French - requested and translated by Cerodan

Compatibility:
- Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).

Mods that edit Hyper Relays or the mentioned ascension perk will conflict those options. Mod should be placed at the very end (at the bottom). When this mod is not prioritised in the load order (where conflicting mods exist), this will stop some of the features of this mod from working, but keep the edits of the other conflicting mods. In short, it will only conflict with the mentioned bits.

Other mods:
Ultimate Automation
Original Origins, Traits, and Civics
Cleanse & Rebirth

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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Donated This Month: £0
Beliebte Diskussionen Alle anzeigen (3)
23
8. Apr. um 11:50
Bug Reports
RegiZero
19
14. März um 15:02
AI behaviours or ideas that should be considered
RegiZero
806 Kommentare
BlackLight 1. Apr. um 4:02 
@RegiZero So I assumed right. Changing the pop requirements for each planetary tier will cause other issues. That's what's bothering me. Thanks for the clarification. Also, thanks for offering solutions, though I ended up not using those. I just went around the issue by installing mods that massively reduced the amount of habitable planets to reduce the amount of pops, and mods that increased pop trait pick and points to increase pop efficiency.
RegiZero  [Autor] 1. Apr. um 3:40 
@BlackLight If you mean the capital upgrading then yes, you can edit it. I didn't do this as it would have to be overwrite all the capital buildings and this could create potential compatibility issues with other mods. If you still feel like the current system does not work with the capital building upgrades then I offer you two solutions. One would be to apply this system to colonies that already have 50 pops, or force build the upgraded capital buildings at lower pop requirements.
BlackLight 31. März um 21:51 
@RegiZero Oh make no mistake, your idea of improving pop efficiency instead of pop growth is really good. Just that, the game is balanced with the default pop growth in mind. So if pop growth is going to be stunted in favor of pop efficiency, there should also be changes to the required pops to upgrade to the next development tier. At least, that's what I think. But I'm guessing the pop requirement for the next planetary level is hard coded and can either, not be modified, or extremely hard to get around to, hence why you didn't implement that change. Am I correct with my assumption?
RegiZero  [Autor] 30. März um 4:16 
@BlackLight By no means is this system perfect so you are right to be wary of this solution. However, this was indeed taken into account at least somewhat and I think it's acceptable i.e., the negative pop growth will only be at about -45% (including estimated pop growth bonuses) at 50 pops, and obviously less before it even gets to this level.

Besides, there is also the option to double or halve this effect which means this would be even less (about 22%) so I think it's not too bad haha
BlackLight 29. März um 22:07 
Hey, just a question. Have you considered the effects of pop reduction to the development level of a planet? You need 10, 25, 50 pops respectively to upgrade a planet tier, and some buildings are only available on higher tiers. If you're going to reduce pops and increase pop efficiency instead, you should also reduce the required number of pops to upgrade to the next tier, else, you're nerfing the AI by inadvertently restricting access to higher tier buildings. This also reduces the effectiveness of megacorps because the number of branch offices per planet is reliant on the planet tier.
Adam 27. März um 14:26 
I forgot about conquering others planets I might be stupid sorry for wasting your time
RegiZero  [Autor] 27. März um 13:23 
@Adam I have reduced the check frequency recently so it might overshoot a bit. There is also the fact that the AI can take planets from other AIs. If there will be a lot more AI empires than just 4 then maybe there is indeed an issue, but it definitely works as I checked it recently. Also, technically Ringworld gives 4 (plus the 3 Habitats) and you get 17 haha
Adam 27. März um 11:12 
Unsure what's causing it but playing with the mod I am noticing that the AI has colonized almost 20 planets with the limit set at 10 planets, 3 habitats and 1 ring world
Heres an image of the empires above 10 and my mod list https://imgur.com/a/DAN05Jw
RegiZero  [Autor] 15. März um 4:29 
@Equinox Yes it is, at least partly. As long as you go into the menu using the edict, then most of it should still work.
Equinox 15. März um 1:35 
Is this mod Save Game compatible by any chance?