Simple Boost and Balance

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Author: Red-Eyed_Fairace

Last revision: 2 Nov, 2019 at 11:00 UTC (1)

File size: 39.94 KB

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Description:
For Stellaris 2.5

Desc.:
A very simple mod that gives the AI some minor bonuses at the start of the game match and every 10 years interval.

Bonuses

-6200 Energy
-7300 Minerals
-2550 Alloys
-350 influence

If the AI is NOT a machine empire, they also get:
-4500 food

If the AI is NOT a gestalt empire, they also get:
-5500 consumer goods

Aside from that, every standard AI will also get 1 modfier that WILL NO LONGER EXPIRE

Simple AI Cheat Boost Modifier:

-adds base 20 energy
-adds base 10 alloy
-gives 2 Volitile Mole per month
-gives 2 Rare Crystal per month
-gives 2 Exotic gas per month

Every Fallen Empire AI will also get 1 modfier that WILL NO LONGER EXPIRE

Fallen Empire Boost Modifier:

-adds base 25 energy
-adds base 15 alloy
-gives 3 Volitile Mole per month
-gives 3 Rare Crystal per month
-gives 3 Exotic gas per month
-Ship build speed multiplier = +60%
-pop gov. attraction = +100%
-planet stability +10

FAQ:

Q:Why give the AI some advance resources?
A: They sck even on Grand Admiral Difficulty with no scalling. With the 3 advance resources, they can keep up with the player as well as boost their naval capabilities (2.2 weapons now require these resources.)

Q: So every 10 years, the AI will get those minerals?
A: Yes, Initially it was 5 years and a lower amount, I change them to 10 years to reduce potentila lag when using "faster" game speed.

Q: Do every starting AI empire get the modifier:
A: Yes, as long as they’re AI and not player controlled.

Q:Do uplifted/From pre-FTL AI will get the bonuses too?
A:Yes, but they’ll have to wait at the decade pulse before they get the modifier.

Q: Why yearly pulse?
A: I dont like monthly pulse loading script because they intruduces lag. So I choose the yearly to minimize lag.
A: NO LONGER IRRELEVANT, SEE BELOW.

Q: Modifier does not expire?
A: Yes, initially, it will expire in about 350+ days then reload on the start of the year. I removed those and just added the script to the ongamestart. In that way, any potential lag that can be cause when using the "on_yearly_pulse" is eliminated.

Q: Why does the fallen get too?
A: With the bonuses of the normal AI, The fallen AI get’s easily eliminated once the End Game starts because by that time, the normal AI already have about 40-100k fleet power on which on a federated empire will have as much as 400k fleet. I just added it so that they wont get easily deleted and will be able to defend themselves.

Download
Revisions:

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