Stellaris

Stellaris

AI Game Performance Optimisation 4.0
844 Comments
VoidifyDBZ 22 hours ago 
I have OOS in mp that are fleet orders and or fleet ship type. The only mod I have on that change fleet is this mod.The person I was playing with is done for the day so i can not test to see if it this mod or base game. So I'm just leave this here so if anyone is have the same problem.
Yes I know I ask about NSC3 - Season 1 but I was not playing with NSC that another group I play with. It's most likely base game, but some thing to look into to make sure.
RegiZero  [author] May 25 @ 2:09pm 
@DaFiestyBanana Yes, I heard that is the case already and will look into it. Thanks!
DaFiestyBanana May 25 @ 1:07pm 
Awesome mod. Just want to suggest, not sure on its effects but I have noticed on games I play that go late game, the AI seems to spam 2-3 of the deep space citadel platforms in each system. I don't know if these de-grade performance but maybe something worth looking at.
Pietrooperv May 25 @ 10:29am 
Holy crap this makes 4.0 AI AMAZING. Best vanilla style AI mod I have ever used.
RegiZero  [author] May 25 @ 3:44am 
@VoidifyDBZ Yeap, should be fine.
VoidifyDBZ May 25 @ 3:38am 
Hey, is it compatible with NSC3 - Season 1?
RegiZero  [author] May 21 @ 3:21pm 
@Ewan Norton Hmm... But most likely, yes.
Ewan Norton May 21 @ 2:30pm 
Hey, is it compatible with Better Perfomance from Kasako? I have this mod and it doesn't seem fixing the late game lags. So IM thinking trying this one
RegiZero  [author] May 18 @ 3:41am 
@Ahmet Hmm, I don't know what impact on performance pop groups have at the moment so I'll have to investigate this. Thanks for you suggestion though, might be on to something but it's too early to say right now. I'll add it to the list ;)
Ahmet May 17 @ 3:44pm 
I have a good idea I think :D. if you forbid AI migration pacts there will be less pop groups. this have been low impact in the past but now pop groups formed by race and faction differences of pops. You can also make AI default species rights auto migration disabled. with this, if AI conquers a planet, new species cannot migrate other planets. but you must be sure founder species can migrate, otherwise newly colonized planets will be low populated for a long time
RegiZero  [author] May 16 @ 1:28pm 
@=L33T 720= Cool, thanks for checking!
=L33T 720= May 16 @ 11:32am 
I already checked, mod still working fine for me at 3.14
RegiZero  [author] May 15 @ 3:23am 
@os Alright, thanks :)
os May 14 @ 2:18pm 
And it also was like builds platforms for 100% of starbase capacity, now it's only 50% but still a lot, considering that it doesnt cares if starbase is upgraded or not.
os May 14 @ 2:17pm 
In case of player it just spawns platforms on every starbase every 6 months, not sure how it interacts with AI
RegiZero  [author] May 14 @ 1:18pm 
@os Ah well, that might become an issue... Maybe. Need to look into how that actually works and if it literally just spams platforms haha
os May 14 @ 10:21am 
@RegiZero I mean, there's now "eternal vigilance" or whatever perk that actually makes starbases build defense platforms automatically. Could limit that to AI as well.
RegiZero  [author] May 13 @ 12:23pm 
@HIGHGROUNDFOREVER They could if every single starbase had some but this is usually not the case, so I think it is usually minimal.
HIGHGROUNDFOREVER May 13 @ 9:19am 
just a question: do defense platforms have any noticable impact on game performance?
RegiZero  [author] May 13 @ 8:22am 
@BendOverShronkey Hmm, I shall consider this, thanks for the suggestion!
BendOverShronkey May 13 @ 3:07am 
Thought i'd suggest this, but is there any chance you could add a limit to how many deep space citadels the ai can build? They're spamming them in every system and its causing some serious lag all around.
RegiZero  [author] May 12 @ 3:04am 
@Evanduril Don't have one, sorry. Although, I can revert and upload one if I get several requests. Also, it should be compatible apart from the disabled ones of course (if you don't mind the eco hit).
RegiZero  [author] May 12 @ 2:54am 
@Ahmet I'll check it out and see what I can do :)
Evanduril May 12 @ 1:06am 
3.14 legacy ?
RegiZero  [author] May 11 @ 12:05pm 
@=L33T 720= Hmm, the optimisation "Restrict AI Sub-species" might have that covered already but I will look into it and make sure. If not, I will add that or improve the other optimisation. Thanks for the suggestion!
=L33T 720= May 11 @ 12:00pm 
can you please add a option to prevent AI from taking genetic ascension or something to cap sub-species limit for AI? to prevent them from spamming sub-species when they take that perk
Bosmanson May 11 @ 11:54am 
Thank you for the update, it is greatly appreciated
Ahmet May 11 @ 5:38am 
Can you add a feature: restrict mauler and weavers.
Morpheuss May 11 @ 4:58am 
Thank you very much
arieviloj May 11 @ 4:04am 
great! tnxs
RegiZero  [author] May 11 @ 2:39am 
@arieviloj It's worth a try but I think it should work apart from the disabled ones of course.
arieviloj May 10 @ 5:39pm 
still works on 3.14?
RegiZero  [author] May 10 @ 3:29pm 
@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!
RegiZero  [author] May 8 @ 2:47am 
@AzoorFox I literally just said under your comment haha. It'll be about a week.
AzoorFox May 7 @ 4:55pm 
UPDATE WHEN????????????????
RegiZero  [author] May 7 @ 3:40pm 
@Preoximerianas Well apparently the game have even worse performance after the 4.0 game update so I'll probably keep all the optimisations apart from the pop one... Maybe. The ETA for the mod update is around a week I suppose.
Preoximerianas May 7 @ 3:14pm 
Any thoughts on a 4.0 update?
MafiaBrett May 2 @ 11:28am 
I'm not sure why but the mod isn't working properly on my end. I had the pop up at the beginning of game and selected what to optimize but the AI is still building Hyper Relays and Habitats above their limits.

The only other mod I'm using is the "Yet Another Galaxy Enhancement Mod" that allows larger Galaxy sizes and force spawns unique systems.
BlackLight Apr 1 @ 4:02am 
@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  [author] Apr 1 @ 3:40am 
@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 Mar 31 @ 9:51pm 
@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  [author] Mar 30 @ 4:16am 
@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 Mar 29 @ 10:07pm 
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 Mar 27 @ 2:26pm 
I forgot about conquering others planets I might be stupid sorry for wasting your time
RegiZero  [author] Mar 27 @ 1:23pm 
@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 Mar 27 @ 11:12am 
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  [author] Mar 15 @ 4:29am 
@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 Mar 15 @ 1:35am 
Is this mod Save Game compatible by any chance?
RegiZero  [author] Mar 12 @ 4:20am 
@ReaperComms Yes, that is an issue due to gigas overriding Hyper Relays. This mod must be under gigas for the Hyper Relays to work.
ReaperComms Mar 11 @ 4:56pm 
Seems that the AI building ringworlds was fixed, but i still see that it keeps building hyper relays.
I have the mod just above gigas, i dont know if thats an issue or not