80 ratings
Glavius's AI Building Fix Mod
File Size
0.017 MB
May 9, 2017 @ 8:43am
Apr 9 @ 4:16am
202 Change Notes ( view )

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Glavius's AI Building Fix Mod

Check out my new mod which fixes even more AI issues!

If you are using my megamod you do not need this mod!

My AI megamod contains more stuff. For example in the megamod you get a new defines so that sectors will spend resources instead of hoarding them before spending them. The AI will wait to build fleets until it has a threat or a desire to go to war. It's does everything in this mod but just a bunch more.

This mod is designed to fix what the AI chooses to build on its planets the mod will fix both the sector AI and the general AI. As such, you can expect sectors to produce more resources much more quickly while at the same time producing less food. It also prevents the AI from scrapping or replacing buildings repeatedly by reducing the number of valid buildings that can be targeted for replacement.

This mod fixes the following problems:

1. The AI will attempt to keep its food production under +50 but above +5 at all times.
2. The AI will no longer build strongholds on tiles with resources
3. The AI will replace a regular farm with a paradise dome
4. The AI will prefer engineering research facilities over society research buildings on society tiles. The reason for this is the AI will build frontier clinics/hospitals which produce society research.
5. The AI will wait to build unity buildings until a planet has atleast 3 pops on it.
6. The AI will build matter replicators if it has more than +125 energy income (disabled by Paradox for the AI for some reason)

Locations with food that aren't used by farms will have power plants built on them.

Re-use Information:
This mod is free for use in any mod that you may wish to create. Feel free to use this mod in anyway you wish. I only ask that you link back to this page in any mod that integrates everything from this mod since users they may wish to grab the latest version.

Known Issues:
No known issues

This mod should work with any non-total overhaul mod. So it wont work with Star Trek New Horizons or Alphamod but it should work with virtually any other mod. If you find a mod that it doesn't work with leave a note with the name of the incompatible mod and I can make a compatability patch.
Fully compatible with 2.0.*
Save compatible you can add it or remove it from your current Stellaris save without breaking anything.

If you run into duplicate buildings install this compatability patch that should fix everything:

If you like this mod please consider coming back and

Thank You and enjoy,
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[451] Zachzachk1999 Apr 9 @ 5:33am 
Alright, just thought I'd let you know as it happened after loading the mod. The timing seemed a bit fishy, an interesting coincidence nontheless.
Glavius  [author] Apr 9 @ 4:15am 
@[451] Zachzachk1999
I don't touch any Paradox events.. most likely a bug in the base game.
[451] Zachzachk1999 Apr 9 @ 12:56am 
After installing and using on a post-crisis save, the game immidiately started the same crisis again. No other mods. I suspect that the flag marking that a crisis has occured was removed.

It was Prethoryn Scourge if that matters. (Year 2687, the game ain't over till I directly control every star in my max size galaxy)
Glavius  [author] Jan 10 @ 3:53pm 
Sorta, it's much more compatabile as it modifies far fewer files. The reduced modifications make it easier to play against.

The best way to learn the AI in the megamod is to just run a game without ironman and load the console them type

that way you can watch the AI play a single empire.
Timofan Jan 10 @ 4:46am 
So this is a like easier version of you megamod ? Cause i cant keep up with original mod =D Ai to damn smart with min maxing!
Glavius  [author] Nov 23, 2017 @ 4:59pm 

That bug is in the base game and not something I can fix. However, you can "fix" it by upgrading your spaceports that exist to tier 6 or by simply relaunching the game.

What appears to be happening is that the AI has allocated funds for an invalid spaceport module or upgrade. So it's trying to upgrade to spaceport 4 when you only have spaceport 3. Even if you later unlock Spaceport 4 it remains stuck until you relaunch the game or build the module it was trying to build.
Gooru Nov 23, 2017 @ 12:50pm 
Looks like the AI hast problems to build Spaceports. I have -200 fleetpoints so i could use them. there are sectors with +30k minerals, planets without spaceport and no other plans to build.
mk-fg Nov 20, 2017 @ 9:11am 
Maybe worth adding "sm_size_2 shows up on spaceport tech card - ai tech, don't worry about it!" to "known issues" section, to avoid spooking players?
Legion Nov 18, 2017 @ 6:26pm 
ahh ok i wanted to be sure because i did to what you said and i wanted to be sure before i continued my save game, ty for the info ill let you know if anything else happens.
Glavius  [author] Nov 18, 2017 @ 1:42pm 
On the tech tree when you research it I can't hide it. I looked into that but apparently theirs nothing I can do.