AI Game Performance Optimisation

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Author: RegiZero

Last revision: 7 Mar at 23:22 UTC (28)

File size: 4.01 MB

On Steam Workshop

Description:

This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among other things. The mod gets the AI under control without affecting the gameplay of players and almost not affecting (as much as possible) the AI’s gameplay.

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What the mod does to effectively boost performance:

  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).
  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).
  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).
  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).
  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).
  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.
  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).
  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, and destroyers by putting a cap on corvettes and frigates to 60 and destroyers to 30 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This only occurs when possible i.e., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).
  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.
  • Restrict AI pop count: Reduces the AI’s and/or player’s pops by introducing a scaling modifier on each planet individually (based on pop number); giving negative pop growth speed and pop assembly speed (notably) which is compensated with positive pop resource production (among other things) and diplomatic weight from pops. This should also provide a high performance boost, maintaining a reasonably balanced AI/player gameplay (optional).
  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); ‘Disable AI Hyper Relays’, ‘Improve AI unemployment’, and ‘Restrict AI pop count’ (optional).

Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:
– Lower habitable planets
– Lower guaranteed planets
– Lower pop growth

Latest update:
– Updated to 3.11.
– Slightly adjusted the names of all optimisations.
– Added a new optimisation "Restrict AI Ringworlds".
– The edict no longer resets what was disabled or enabled to default. It simply open the menu again.
– The menu now has a custom UI! This will give better accessibility especially in disabling/enabling and the new settings!
– The optimisations "Restrict AI Gateways", "Restrict AI Habitats", "Restrict AI Corvettes/Frigates", and "Restrict AI Ringworlds" are now configurable!

Future development:
– Making more optimisations configurable.

– If you think there is a problem with the AI that slows the game, then don’t hesitate to comment it below, pop it in the discussion, or let me know it the discord!

Additional information:
– Mostly compatible with current save game but some of the features will not work and will not break the game if enabled.
– Compatible with Glavius and Starnet mods (apart from one option).

Compatibility:
– Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the AI habitat and Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).
– The option "AI Habitats Fix" is not compatible with Starnet AI.

Mods that edit Habitats/Hyper Relays (gigastructures compatible) or the mentioned ascension perk will be incompatible. Mod should be placed at the very end (at the bottom). Anyway, this is unlikely but to clarify what conflicts can do:
If this mod is prioritised in the load order, the mentioned bits will stay vanilla and will not break the game. However, depending on the conflicting mod’s reliance on those bits, it could break gameplay. When this mod is not prioritised in the load order (where conflicting mods exist), this will stop some of the features of this mod from working, but keep the edits of the other conflicting mods. In short, it will only conflict with the mentioned bits.

Other mods:
Ultimate Automation
Original Origins, Traits, and Civics
Cleanse & Rebirth

Communitation and support:
The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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