Stellaris

Stellaris

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Enhanced AI
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May 27, 2016 @ 4:52pm
May 30, 2018 @ 1:55am
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Enhanced AI

Description


Supported Version:
Patch 2.1.1
Ironman Compatible:
No
Recommended difficulty :
Admiral and Aggressiveness High

Paradox Forum thread Link
[forum.paradoxplaza.com]

Complete rewrite of the old mod due to modding changes implemented by Paradox, thankfully the mod works much better than previous one, be careful the AI's do actually bite now and keep you on your toes. Good Luck

Enhanced AI improves the Stellaris AI.
This AI is not for beginners as they will do their best to compete with you and each other, all AI's are generally much more aggressive and expansive than before.
The AI's do not Cheat at all, they play at a level playing field with humans no hidden advantages or boosts at all. They will beat you Fair and Square.
Enhanced AI doesn't modify AI bonuses on top of the difficulty settings. What difficulty you select is what you get as base game and then EAI works with what it got no added or removed bonus on top of your selected difficulty settings.


Features:
  • Enhanced Sector AI
    has been implemented for better sector AI both in field of decision making and management. More Sectors are an actual asset to have now.
  • All decision Making have been tested to Min Max extremes to give AI competitiveness against Humans and other AI's.
  • The AI's do not Cheat at all, they play at a level playing field with humans no hidden advantages or boosts whatsoever. Unlike other Ai modders I do not believe in providing resource boosts or advantages to the Ai, the Ai's will compete, beat you fair and square and you wont feel bad or cheated about it, just type gg after you loose.
  • Enhanced weighting for better Decision making and threat detection by AI.
  • Improved AI to AI interactions no more endless AI Alliances. Ai's will measure the gains from Alliances and withdraw if they serve no strategic purpose.
  • Boxed in AI's get more aggressive as they try to expand. With no more room to freely expand / colonize the AI's will start wars with who they hate and can relatively easily conquer. This can turn into huge galaxy wide Alliance wars late game.
  • More willing to work with the player.
  • No more Unrealistic relations hit with AI empires for taking planets on the other side of the galaxy.
  • AI builds better Navy and Armies with better flavor of weapons. Empires will have preferences of weapons they are good at, no longer throw in every weapon available in designing ships.
  • Border Friction is a thing now, more you share a border with AI more tension it will create. This is a major variation form base game, it creates a more chaotic and active galaxy. Once Allies no longer remain forever remain Allies entire game as more of their borders collide and no room to expand or grow tensions will rise. Can be countered with good diplomacy and peace pacts. But be careful not to upset your friends too much.
  • AI's more willing to Attack and start Wars. Base Aggressiveness and situational aggressiveness both increased.
  • Threat Calculations have received major overhaul. Ai's prioritize bordering colonies and strategic interest and choke points more which they can take and hold for themselves in a peace deal afterwards.
  • Bigger you are the more AI's will join together against you. What other choice do smaller empires have against you.
  • Alliances that naturally form or out of necessity make more sense now.
  • AI's more willing to trade now and exchange Maps.
  • Better resource management at peace and during wars.
  • AI's will mix fleet composition and weapons systems.
  • Better Resource management by Sectors and more sensible Builds.

Planned Features :
  • All Planned features that were envisioned are completed and implemented into the Mod. The Mod is now Feature Complete.
  • Complete rework of Threat mechanics such that empires which have a reason for being scared of you or other AI's share more threat but not completely ruin your game for taking few planets and making empires on the other side of galaxy who you have good relations or have no ill will feel threatened.
    Done.
  • Sector AI, as 1.1 and 1.2 rolls out and I test the Sector AI, a new sector AI will be implemented and integrated within this mod.
    Enhanced Sector AI has Been Implemented please remove Better Sectors Mod or any other mod that alters Sector AI.
  • Better Ship designs by AI more mix and match
    Done.
  • Some love towards Alliances and Federations
    Done.

Modular Nature of the Mod:
The mod is very modular and will be compatible with most other mods unless they change the exact same lines of code in which case it will overwrite my code but still will not cause any issues.

The mod contains two files in folder "EnhancedAI\common\defines" named "enAI_defines.txt" & "enES_defines.txt"
  • enAI_defines.txt
    contains all code related to decision making and prioritizing goals, Buildings and relations, how to handle fleets and designing them, Threat calculations and Station building and Planatery buildings.
  • enES_defines.txt
    contains all code related to Economy and Sector management and resource distribution empire wide and sector wide.
  • enWE_defines.txt
    Separated War Exhaustion changes to file called "enWE_defines.txt" inside the mod under "EnhancedAI/common/defines" , just delete the file for those who do not want this change, will not cause any issues.
You can delete any file if you just want the other module, for example you can delete the "enES_defines.txt" file if you do not want the Enhanced Sectors part of the mod or delete the "enWE_defines.txt" if you do not want the new War Exhaustion changes which prolong wars for both player and the AI.

I do not recommend deleting any file as they complement each other and you should keep them both if you want the full functionality of this mod and how its intended to be used.

Recommended and Compatible Mods:
Please check that each mod support the latest version of the game or there will be conflicts that I cannot support.

Incompatible Mods:

Better Sector Mod by norad (Not compatible with Enhanced AI as Enhanced AI has its own Enhanced Sector AI integrated which far exceeds the scope of Better Sectors Mod.)

Special Thank's to Reth for inspiration:
AI Rebalance by reth (Not compatible with Enhanced AI for obvious reasons.)

Word from author:
Ai is complex and improving it is an ongoing process, I can always use some suggestions and user inputs, please let me know what you think, what works for you what not, what you like and what you hate. Suggestions and Interaction is the only way this mod will become better and better.

Please Rate if you find this useful so others can find it as well.

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Popular Discussions View All (13)
48
Sep 27, 2021 @ 12:32am
PINNED: Please Post Bug Reports here for timely fix.
Anex
6
Apr 24, 2018 @ 1:53pm
Changelog & Bug Fixes
Anex
4
Sep 18, 2018 @ 8:49am
What does the Improved Sector AI change?
Slip
1,038 Comments
kware5000 May 17 @ 3:12pm 
No longer working. AI is stupid again as of 3.12 :(
HellPaul Apr 10 @ 3:17pm 
Does it work with current game version?
57z Mar 7 @ 11:17am 
it does not "spawn" anything, the ai built them. if you cant fight 500k a century after game start thats u problem
Лень Dec 16, 2023 @ 11:18am 
an excellent mod that spawns fleets for bots, good luck fighting a bot with half a million fleets 100 years after the start
GofriWaffles Dec 10, 2023 @ 12:19am 
You missed a huge opportunity to turn that thumbnail into Sciencephile the AI
mamen009 Jul 13, 2023 @ 9:39am 
*windows XP startup sound*

Hello mortals
NoTalking Feb 4, 2023 @ 1:18am 
This mod is compatible with the latest version of the game. However, from my test, The new content is beyond its functionality. Better go find another AI mod.
Bolan Oct 11, 2022 @ 10:13am 
This was last updated four years ago. Is it still compatible, especially with the most recent update?
deamax Sep 24, 2022 @ 6:57am 
@Dave turn off the rally feature on your fleets. It's the three arrows at the top when you select the fleet
WMK1234 Sep 24, 2022 @ 1:48am 
3.5 Compatible?