More AI Bonuses

⭐ — (0 endorsements) 📥 111 downloads 📅 12/13/2018
⚪ Last updated 2019

By 76561198007777815 · Balance, Economy, Fixes

⬇ Download Mod Source: Steam Workshop ↗ 📅 Updated: 4/28/2019 📅 Created: 12/13/2018

🔍 Analysis

  • 🏆 #2 of 5 Balance, Economy, Fixes mods in this game by downloads

📋 About This Mod

2.3 COMPATIBLE Gives AI extra bonuses independently of difficulty level, focused at compensating for the AI's incompetence, NOT focused at affecting difficulty. A more "competent" AI will be more challenging though. AI empires receive the following modifiers: ECONOMY > 5000 base trade protection AI doesn't know how to effectively protect its trade, so now it doesn't need to. AI doesn't know how to deal with pirates within their borders, so now it won't get any. Pirates still spawn outside/next to their borders though, and AI never clears them out... go figure. > -25% market fee (fee is always minimum 5%, as set in defines) AI doesn't know how to best use the market like a player does, so it gets disproportionately affected by the fee. ADMINISTRATION > -25% crime AI struggles at dealing with crime. > +20 admin cap AI doesn't seem to know the concept of not taking new land, no matter how worthless it is, nor does it minimise district construction to circumvent the cap. > +50% edict length AI doesn't really make much use of edicts, just sitting at 1000 influence instead, so they might as well last longer. > -20% blocker clearing cost AI doesn't know how to stack cost reduction, nor does it move such governors on demand. POPs > +10% pop growth AI doesn't maximise pop growth like a player does. For example combining pop growth edicts, buildings, planetary decisions, species traits, etc... > -100% genemodding cost AIs are * * * retarded at genemodding, I kid you not, I've seen an AI wasting 3k research on modding a single pop! (see image) TECH > +15% research speed AI doesn't know how to make use of Scientist research bonuses. (see image) > +10% research speed AI does not benefit from combat Debris. MILITARY > +10% combat disengagement chance AI has no idea how to choose good admirals, such as prioritising "Trickster" and avoiding "Unyielding". > +15% sublight speed Not uncommon for AI to go full retard on their strategic fleet movements. Fighting both a neighbour and som

2. 3 COMPATIBLE Gives AI extra bonuses independently of difficulty level, focused at compensating for the AI's incompetence, NOT focused at affecting difficulty. A more "competent" AI will be more challenging though. AI empires receive the following modifiers: ECONOMY > 5000 base trade protection AI doesn't know how to effectively protect its trade, so now it doesn't need to. AI doesn't know how to deal with pirates within their borders, so now it won't get any. Pirates still spawn outside/next to their borders though, and AI never clears them out... go figure. > -25% market fee (fee is always minimum 5%, as set in defines) AI doesn't know how to best use the market like a player does, so it gets disproportionately affected by the fee. ADMINISTRATION > -25% crime AI struggles at dealing with crime. > +20 admin cap AI doesn't seem to know the concept of not taking new land, no matter how worthless it is, nor does it minimise district construction to circumvent the cap. > +50% edict length AI doesn't really make much use of edicts, just sitting at 1000 influence instead, so they might as well last longer. > -20% blocker clearing cost AI doesn't know how to stack cost reduction, nor does it move such governors on demand. POPs > +10% pop growth AI doesn't maximise pop growth like a player does. For example combining pop growth edicts, buildings, planetary decisions, species traits, etc... > -100% genemodding cost AIs are * retarded at genemodding, I kid you not, I've seen an AI wasting 3k research on modding a single pop! (see image) TECH > +15% research speed AI doesn't know how to make use of Scientist research bonuses. (see image) > +10% research speed AI does not benefit from combat Debris. MILITARY > +10% combat disengagement chance AI has no idea how to choose good admirals, such as prioritising "Trickster" and avoiding "Unyielding". > +15% sublight speed Not uncommon for AI to go full retard on their strategic fleet movements. Fighting both a neighbour and som

📊 Mod Details

Game
Stellaris Mods
Author
76561198007777815
Version
N/A
Downloads
111
Endorsements
0
Category
Balance, Economy, Fixes
Created
12/13/2018
Updated
4/28/2019

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