Stellaris

Stellaris

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E.D.A.I. (2.3)
   
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Economy, Fixes
Tags: AI
File Size
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Updated
28.520 KB
Jul 16, 2019 @ 2:57am
Jul 31, 2019 @ 2:19am
5 Change Notes ( view )

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E.D.A.I. (2.3)

Description
2.5 version here: https://steamcommunity.com/sharedfiles/filedetails/?id=2008045557

OBSERVATION: AI's aggressive colonisation in a galaxy with increased availability of colonies results in an AI empire tanking its economy early. A tanked economy results in planets with empty building slots, high unemployment, and 'job-popping', resulting in game lag.


  • 1: Re-work scripted triggers and weightings to provide a more robust economic and planetary development AI, in vanilla.
  • 2: Reduce 'job-popping'.
  • 3: Fix actual bugs in scripted triggers, potential clauses, allow clauses, destroy_triggers and ai_weight clauses. Yes, there are quite a few.
  • 4: Monitor health of AI's planets and make adjustments to planets, and economic controls (such as policies), to compensate for poor economic decisions due to scripted triggers and weightings that do not allow the AI to stabilise and expand its economy.



Q - Adjustments? You mean cheats?
A - Absolutely. It is not possible to script additions to the AI's build queues. Therefore the health monitor will remove buildings and districts and then give a planet a more suitable replacement. No build time, no build cost. In extreme cases, the AI will just get a free district or building.

Q - Wait, this is just GAI then?
A - No. GAI is GAI. This is EDAI.

Q - So this is just Starnet for the economy then?
A - I guess? I dunno. There's a greater potential for AIs to become economic monsters than there is with current vanilla. Hope that answers that.

Q - Does the mod improve game performance?
A - Yes. It reduces lag caused by job evaluations, by swapping buildings and districts on AI planets, and can also reduce end-game lag caused by populations, by removing unemployed pops from AI empires. Both performance boosts are side-affects from EDAI trying to bolster or save AI economies.

Q - Won't that health-checker impact performance?
A - The impact is negligible, as there are tight controls on it. A maximum of one planet per empire at the end of each month is checked. The planet modifier indicates it has been checked, not that it is being checked. The health-check is an instant process, and at most may add a very slight delay to the month-end tick.

Q - Can an AI economy still collapse?
A - Of course. It'd be very unwise of me to completely eliminate an AI from collapsing economically. That'd hardly be fun, with the stagnant galaxy you'd end up with. You're better off sticking with the dysfunctional AI, if you want to steam-roll. Or use Starnet, if you want a good arse-kicking.

Q - Does the mod change fleet behaviours?
A - No.

Q - Does the mod change diplomacy and opinions?
A - No.

Q - Does the mod change AI aggressiveness?
A - No.

Q - Does the mod change buildings or districts on a player's planets?
A - No.

Q - Does the mod prevent pops from promoting to a higher strata?
A - No. Scripted triggers have been over-ridden that determine the possibility of a job being taken, rather than modding or removing the evaluation of weights for job suitability. Specifically there are some additional restrictions on vital basic resource producers (energy, food, minerals and consumer goods), but they aren't completely prevented from being promoted. If the AI's economy is healthy enough, basic resource producers will promote.

Q - Then there's still job evaluations lagging up the game?
A - Not nearly as much as in vanilla, because the mod changes job provision through swapping buildings and districts. Job provision is responsive to the AI's economic needs, and job-popping is greatly reduced because of that.

Q - Not modelling the economy first to base fixes on means you're just hopelessly poking at the AI.
A - Utter bollocks. I've done what I set out to do in my goals. Try the mod and shut your cake-hole. Thanks. (<- The reply I really wanted to give on the PDX forums when this came up there.)

Q - Should I use EDAI with starnet AI?
A - No. Use one or the other.

Q - Starnet is way better and I'm going to relentlessly pimp it and troll the comments to make sure everyone knows this.
A - The economy in Starnet supports conflict over passive strategies, whereas EDAI is more about just making economies more robust, whatever the state of the galaxy and mix of opponents.

I am not trying to compete with another AI mod that does what it sets out to do. You have a choice, and I'm glad of that. Don't *hit up my comments with pettiness.


  • Not ironpants cheev compatible. Seriously? You thought it could be?
  • Over-rides most vanilla buildings and district files. This is a vanilla AI fix. It's not going to play nice with any content addition to the game.
  • Unwise to use on an existing game. Start a new one.

Files modded:
  • common/buildings/*
  • common/districts/*
  • common/pop_categories/00_social_classes.txt

Policies over-ridden:
  • Food, Economy, Trade

Scripted triggers over-ridden:
  • jobs_work_minerals_goods
  • buildings_simple_allow
  • ruler_job_check_trigger
  • complex_specialist_job_check_trigger
  • specialist_job_check_trigger
  • entertainer_job_check_trigger

DO NOT USE WITH ALPHAMOD. THIS HAS ALREADY BEEN INTEGRATED INTO THAT.

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2.5 version here: https://steamcommunity.com/sharedfiles/filedetails/?id=2008045557