~Glavius’s Ultimate Multiplayer AI for 2.2.4

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Authors: Glavius, UltimateTobi
Last revision: 19 Jan at 01:18 UTC


Currently this mod is under heavy construction and you should expect updates extremely frequently!

This mod exists to enhance the Stellaris AI and make it smarter in general. With this mod you can play Stellaris on the ensign difficulty setting and still have a challenging game.

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To the extent possible under law, Glavius has waived all copyright and related or neighboring rights to this mod.

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Odin Gaming’s Stellaris Mod of the Month September 2017

Odin Gaming’s Stellaris #7 Mod of the Year, 2017


Basically it takes all the things that you dislike in the AI and fixes them.

This mod is designed to improve the AI in several ways. Most importantly ALL changes to the AI directly impact the players sector AI. There is no difference between the sector and empire AI’s when it comes to choosing what to build on a planet. It enhances the AI’s economic play, it makes the AI choose better ascension perks, and will then focus on the AI’s military play. Finally, the mod will add more distinct AI personalities by having them play by their traditions and empire type. After all a xenophile pacifist wouldn’t logically have bastions at there borders but defended trading posts with friendly neighbors.
The current focus of this mod is to fix the AI’s underlying economy issues. I’ve managed to resolve the very early game issues with the AI not expanding. Further, I’ve got the AI so it wont go into a death spiral where it runs out of a key resource and then starts running out of other key resources. Currently I’m teaching the AI how to build fleets and protect its territory.

The second phase will be to get AI fleets working correctly and teaching the AI how to wage war. Currently the AI is very spastic about target selection and tends to randomly flip back and forth between targets. This leads to the AI never arriving to fight in most wars. Things like this are fixable by using the event system and giving orders to AI fleets via event. If Paradox doesn’t patch the pathfinding issues before I get to this then I’ll just disable AI pathfinding and write it all out in a series of events.

The third phase is to create distinct AI personalities. Fanatic Militant Xenophiles and Militant Authoritarian Xenophiles currently have very few gameplay differences between them. What I want to do is setup individual building weights so that the Fanatic Militant Xenophile would have large fleets, trading hubs and stations, and be willing to enter into defensive arrangements with its neighbors and friends. On the other hand, the Militant Authoritarian Xenophile would be similar, except as an authoritarian empire it would have far less interest working with its democratic and egalitarian neighbors. I can use this to determine its rival choices and who it should be hostile to.
Once these three phases are complete, I’ll go back to the first phase and start optimizing each area. Generally, after a loop or two, Paradox releases a new patch or expansion and then I start all over again.