Hello Community!
Please be sure to read this post in its entirety before responding to this feedback thread. Posts that do not follow the rules will be removed.
As you know, we’re always looking for ways to improve the Stellaris AI, as such we’ve made some further changes to the 3.0.3 Open Beta. In addition to further fixes and balance changes, this version includes several AI fixes to better manage the lower pop numbers in 3.0.
Here are the changes in the current updated 3.0.3, for the full patch notes see this post.
These changes give the AI a greater focus on economic stability and improves some research-related behaviors, but are also a work in progress and will continue to be updated in future patches.
We will continue to fix some more issues internally and update the beta branch as needed until we are happy with a final product that we can release sometime at a later date. This Open Beta will only be available on Steam.
Once again, we are looking for directed, constructive feedback on the current AI as it stands in 3.0.3 (bfcc) Beta without mods. There is a thread for open discussion here.
What we are looking for:
Not Useful replies
To opt-in to the Steam open beta branch, right-click Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop-down.
Please only reply to this thread once, with your feedback on AI behavior in the updated 3.0.3 open beta.
Please be sure to read this post in its entirety before responding to this feedback thread. Posts that do not follow the rules will be removed.
As you know, we’re always looking for ways to improve the Stellaris AI, as such we’ve made some further changes to the 3.0.3 Open Beta. In addition to further fixes and balance changes, this version includes several AI fixes to better manage the lower pop numbers in 3.0.
Here are the changes in the current updated 3.0.3, for the full patch notes see this post.
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######################### VERSION 3.0.3 ###########################
#################################################################
###################
# Balance
###################
* Reduced the number of Clerk jobs provided by buildings and districts by 40%.
* Clerk trade value has been increased to 4.
* Crime Lord Deal now also adds criminal jobs.
* Manufacturing focus buildings (factories and foundries) are no longer exclusive from one another, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer goods producing jobs by 1 or 2, with a corresponding increase in upkeep.
* Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before. Yes, things like "livestock" counts as a "relevant job".
* Reduced base automatic resettlement chance to 5% per month (46% chance per planet to resettle per year).
* Reduced logistic growth ceiling from 2.0 to 1.5.
* Sliders have been added in Galaxy Generation for the planetary Logistic Growth cap and Empire-wide Growth Required scaling values. Please note that adjusting these can have significant effects on game balance and performance.
###################
# AI
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* AI now cares more about energy & alloys. Added a building limit define.
* AI now waits 10 years to fully take over players.
* Improved AI human takeover behavior
Code:
** bWasHumanRecently added to weighting stuff in CalcBuildingWeight
** "HandlePlanets" now checks for AI_FREE_JOBS_BUILDING_BUILD_CAP in order to build misc buildings
** Removed the Upkeep check for approximation because of locking itself out of building certain stuff in deficit
** AI stops building armies after takeover
** AI stops building starbases & starbase modules after takeover
** AI stops buying & selling pops after takeover
** Added some comments to pop.h and pop.cpp
Script
** Reduced amount of jobs allowed to build new stuff
** Increased scores for deficit, focus & amnetie building weights
** Reduced weight for pop buildings
** Increased AI takeover timer to 10 years
** Updated economic plans to not change as much through the game time
** Economic plans now favor less research and more stability and economic balance
** Added a job weight for low income for artisan jobs
** Increased job weight for technicians for low income situations
** Reduced low income threshold for miner jobs
* Economic plan fix for hive & gestalt
###################
# Modding
###################
* LOGISTIC_POP_GROWTH_CEILING, REQUIRED_POP_GROWTH_SCALE, and REQUIRED_POP_ASSEMBLY_SCALE defines have been removed as they have been replaced by sliders in galaxy generation.
###################
# Bugfixes
###################
* Updated numbers in espionage operation roll tooltip to show correct information
* Fixed a too-long string cutting off invader power values in ground combat view in French
* Fixed an issue where destroying the Contingency's final world with a Star-Eater would not not properly end the Contingency Crisis
* Further fixes to the end of the Cybrex precursor chain
* The tooltip when you can't reinforce a fleet shouldn't duplicate the cause.
* Fleets can be reinforced even if one ship type in the fleet can't be built.
* Fixed a crash upon mousing over a system with planets in as an observer
* Fixed a couple of Edicts having wrong deactivation cost
* Thought Enforcement tech is now researchable with Utopia.
* Fixed an issue where Nomads would keep asking for a Planet over and over, before establishing communications
* You can no longer invite someone you are at war against to join your side in a new war
######################### VERSION 3.0.3 ###########################
#################################################################
###################
# Balance
###################
* Reduced the number of Clerk jobs provided by buildings and districts by 40%.
* Clerk trade value has been increased to 4.
* Crime Lord Deal now also adds criminal jobs.
* Manufacturing focus buildings (factories and foundries) are no longer exclusive from one another, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer goods producing jobs by 1 or 2, with a corresponding increase in upkeep.
* Buildings that increased basic resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots as before. Yes, things like "livestock" counts as a "relevant job".
* Reduced base automatic resettlement chance to 5% per month (46% chance per planet to resettle per year).
* Reduced logistic growth ceiling from 2.0 to 1.5.
* Sliders have been added in Galaxy Generation for the planetary Logistic Growth cap and Empire-wide Growth Required scaling values. Please note that adjusting these can have significant effects on game balance and performance.
###################
# AI
###################
* AI now cares more about energy & alloys. Added a building limit define.
* AI now waits 10 years to fully take over players.
* Improved AI human takeover behavior
Code:
** bWasHumanRecently added to weighting stuff in CalcBuildingWeight
** "HandlePlanets" now checks for AI_FREE_JOBS_BUILDING_BUILD_CAP in order to build misc buildings
** Removed the Upkeep check for approximation because of locking itself out of building certain stuff in deficit
** AI stops building armies after takeover
** AI stops building starbases & starbase modules after takeover
** AI stops buying & selling pops after takeover
** Added some comments to pop.h and pop.cpp
Script
** Reduced amount of jobs allowed to build new stuff
** Increased scores for deficit, focus & amnetie building weights
** Reduced weight for pop buildings
** Increased AI takeover timer to 10 years
** Updated economic plans to not change as much through the game time
** Economic plans now favor less research and more stability and economic balance
** Added a job weight for low income for artisan jobs
** Increased job weight for technicians for low income situations
** Reduced low income threshold for miner jobs
* Economic plan fix for hive & gestalt
###################
# Modding
###################
* LOGISTIC_POP_GROWTH_CEILING, REQUIRED_POP_GROWTH_SCALE, and REQUIRED_POP_ASSEMBLY_SCALE defines have been removed as they have been replaced by sliders in galaxy generation.
###################
# Bugfixes
###################
* Updated numbers in espionage operation roll tooltip to show correct information
* Fixed a too-long string cutting off invader power values in ground combat view in French
* Fixed an issue where destroying the Contingency's final world with a Star-Eater would not not properly end the Contingency Crisis
* Further fixes to the end of the Cybrex precursor chain
* The tooltip when you can't reinforce a fleet shouldn't duplicate the cause.
* Fleets can be reinforced even if one ship type in the fleet can't be built.
* Fixed a crash upon mousing over a system with planets in as an observer
* Fixed a couple of Edicts having wrong deactivation cost
* Thought Enforcement tech is now researchable with Utopia.
* Fixed an issue where Nomads would keep asking for a Planet over and over, before establishing communications
* You can no longer invite someone you are at war against to join your side in a new war
These changes give the AI a greater focus on economic stability and improves some research-related behaviors, but are also a work in progress and will continue to be updated in future patches.
We will continue to fix some more issues internally and update the beta branch as needed until we are happy with a final product that we can release sometime at a later date. This Open Beta will only be available on Steam.
Once again, we are looking for directed, constructive feedback on the current AI as it stands in 3.0.3 (bfcc) Beta without mods. There is a thread for open discussion here.
What we are looking for:
- Feedback on your playthrough from the 3.0.3 [bfcc] Open Beta, specifically regarding how the AI performs economically.
- How does the AI keep up with the player, economically on “Ensign” difficulty?
- Is it easier to defeat an AI empire than before the changes?
- Do the AI empires break apart more or less often than before?
- Is it too easy to out-tech the AI now?
- If an AI takes over for a player in an MP game it should stay fairly inactive for about 15 years (no wrecking the economy, no spending ascension perks, etc…) - how does that feel? Too short? Too long? Is there still something the AI does that it shouldn’t in this case?
Not Useful replies
- Do not reply to other users. Reply to other users in the discussion thread here. Encourage them to change their mind and edit their post, in the discussion thread. Be nice with your replies in the discussion thread. Did I mention the discussion thread?
- It is important to note that any mods that add anything to the game that has an AI_weight can affect the changes included in this version. This includes planet, building, ship and AI mods. Please disable all mods before testing.
- Your perception of the changes, without actually playing the open beta
- Do not use the fast_forward command for testing, as it produces unreliable results (compared to letting the game run in observer mode)
- Other game issues not related to the AI’s behaviour
- Posts attacking the Stellaris team members
- Off topic/Not applicable posts will be removed.
- Feedback from playthroughs using checksum changing mods. (Ie. UI/graphics mods are fine)
To opt-in to the Steam open beta branch, right-click Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop-down.
Please only reply to this thread once, with your feedback on AI behavior in the updated 3.0.3 open beta.
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