Stellaris

Stellaris

AI Game Performance Optimisation 4.1
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Update: Oct 20 @ 4:30pm

@everyone This is just a hotfix.

Update: Oct 20 @ 3:22pm

@everyone This is a bigger hotfix that fixes the end of year lag that some were experiencing by about 88% according to some quick tests.

Update: Oct 4 @ 3:22pm

@everyone The mod has just been updated to 4.1 with some changes and additions:
- The optimisation "Improve AI unemployment" is no longer included in "Enable some AI opt on players".
- The optimisation "Restrict AI Habitats" now excludes the void born/forged origin.
- The interface was updated so I have more space for new optimisations and therefore, it's a bit... rearranged.
- Speaking of new, the optimisation "Improve AI fleet count" has been added! It stops the AI from having multiple partly filled fleets and merges them when possible while not at war.
- General bug fixes.

If you find any bugs or something is not right, let me know!

Update: Sep 6 @ 4:45am

@everyone This is just a hotfix.

Update: Aug 2 @ 9:53am

@everyone The mod has just been updated with some fixes and additions:
- Added a new optimisation "Restrict AI Eternal Vigilance" that prevents the AI from picking the full and half spending policy options from the Eternal Vigilance ascension perk. This should improve performance and daily tick average by two thirds! Special thanks to Collapsar for the testing! This will require a new start, or early game for it to take effect. It is also available for the player.
- Fixed a conflict with Giga bypassing the "Restrict AI Hyper Relays" optimisation.
- General bug fixes.

If something doesn't seem right or you find a bug, let me know!

Update: Jun 4 @ 3:22pm

@everyone The mod has just been updated with fixes and extra features:
- The optimisation "Improve AI unemployment" now works in 4.0 as well.
- The optimisation "Restrict AI pop count" has been retired due to pops not being a significant source of performance issues anymore.
- The optimisation "Restrict AI Corvettes/Frigates" now also accounts for bioships in the conversions if the respective empire uses them of course.

There will be a replacement optimisation coming for "Restrict AI pop count" at some point but in the meantime let me know if anything is bugged or not right!

Update: May 10 @ 3:22pm

@everyone This is just a hotfix.

Update: Mar 5 @ 3:22pm

@everyone I have just updated the mod to 4.0:
- The optimisation "Improve AI unemployment" and "Restrict AI pop count" has been temporarily disabled until a review and fix for them are done. However, in the meantime, all other optimisations should work.

As usual, if something is not right, let me know!

Update: Feb 20 @ 3:22pm

@everyone This is just a hotfix.

Update: Feb 19 @ 3:22pm

@everyone I have just updated the mod with some tweaks and a new feature:
- Most of the optimisations will now update/check less frequently for further performance gains.
- A new optimisation has been added "Restrict AI planets" that limits the number of AI colonies to a configured number (default 60).

If something doesn't seem right or you find a bug (not an actual bug haha), let me know!