More AI Bonuses

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Author: Vaeringjar

Last revision: 28 Apr, 2019 at 16:34 UTC (2)

File size: 1.02 KB

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Description:

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 * * * ♥♥♥♥♥♥♥♥ 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 someone on the other end of the galaxy? Well then, sending your whole navy on a thousand-day journey rather than obliterate your neighbour sure is the way to go!
> +2% ship hull & armour regeneration
AI often doesn’t repair ships before deploying them. This won’t address them banzaing ships at 1% health, but if such a ship spends a few years bombarding a planet then it’ll end up repaired.

> [removed] reduced ship upkeep
I reverted this as the AI already gets huge upkeep bonuses and it was just too much.

How it works:

Every two years all normal AI empires receive a modifier. This ensures any new empires created, like rebels and vassals and whatnot, will get the modifier too. It shows up on the government view, alongisde all such empire-wide modifiers. If an AI becomes controlled by a player (MP), the modifier will be silently removed at the time of the two-yearly check.

Debug:

Use "event MAB.2" to add the modifier to yourself, "event MAB.3" to remove it. "MAB.1" is the hidden event periodically triggered.

Compatibility:

100% compatible, no vanilla file conflicts. MP-friendly.

Recommended tweaks for AI:

Use an AI overhaul mod like Glavius AI or Starnet.
Disable piracy.
Enable vanilla AI bonuses for player AI vassals. ("Dynamic Difficulty" has this feature)
On galaxy generation, guarantee 2 habitable planets, from my experience really helps the AI.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.