slightly smarter ai

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Author: Cheesemongle

Last revision: 8 Jan, 2025 at 05:05 UTC (3)

File size: 232.07 KB

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Description:

Changes how AI plans its resources, manages its jobs, and decides what ships to build.
– Ai prioritises Minerals in the early game, incase its space mining is lacking
– Ai, especially militarist and genocidal, have a much higher focus of Alloys
– Spiritualists/Hives will focus Unity, Materialists/Machines will focus Science – but not to the detriment of alloy production
– Ai will disable Clerks where they aren’t needed, and Soldiers when they aren’t needed
– Ai understands Holo-Theatres and employs Entertainers better
– Ai weights for ship type choices and section templates are redone, missile-preference empires will use cruisers and corvettes more than battleships (except in times of crisis, where it will absolutely prefer those)

– Ai will now properly force enforcers where crime events have occurred, to try and shut down criminals
– Ai is blocked from using Bio-Reactors due to the confusion to production it causes (it sees farmers: oh, food! it builds it: wait, i have food deficit now?)
– Ai will have its factory/foundry designations re-set if it nears or is in a deficit for either resource, preventing the ai from deadlocking its production
– Gestalt AIs will not use Habitat Hydroponics designation, as they would have no way of producing amenities
– AI will destroy some useless buildings every once in a while, such as hydroponics or commercial zones, where those jobs aren’t giving any value.

Other change(s) this mod makes that aren’t related to AI:
– adds clerk/soldier automation options to manage their jobs but not build new buildings
– the Destroyer Picket bow is now 4 PD slots, instead of 2 Small + 1 PD (where it lacks a slot due to small slot equivalence rule)
– Acceptance for Subjugation is reduced significantly

AI on Ensign difficulty can keep up with the player, instead of totally falling behind in early and mid game. If AI’s brain turns off in Lategame, let me know

If you are a veteran player, or know how to properly specialise your worlds throughout the game – i suggest Captain difficulty with SSAI. That makes up for the efficiency that you, the player, understand with civic/tradition/job choice.

Game version v3.14+
Place this mod above all others to allow overwrites

overwrites:
– foundry/factory colony types, habitat gestalt farming colony type
– hydroponics farm, commercial zone building, archaeostudies lab, bio reactor building
– colony automation exceptions, colony automation categories (all)
– economic plans (all)
– corvette, destroyer, cruiser, battleship section templates + ship sizes

COMPATCH:
for NSC3

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Revisions:

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