Stellaris Dev Diary #227 - Looking after the AI

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it would be cool if they were subplan for different civic like catalytic processing

You mean like this? ;)

(which is in Lem BTW)

1633638110397.png



Will the AI improvements also make sector governors better if we try to use them instead of micromanaging everything ourselves?

The sector AI, planetary automation AI and AI economic minister are all different systems, so no these changes won't change the former two.
 
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This sounds like an excellent foundation, but I have one concern - currently it's extremely easy for the player to get ahead in research, which results in getting ahead in resources and military development, and an early tech advantage often snowballs such that you're a clear step up from everyone else in the galaxy by midgame. If the AI now has even less focus on research and other advanced outputs, will this problem be exacerbated?

The opposite happens in fact! Since the AI is now better at building up their basic economy, they are in turn better at getting research up and running. Granted the default difficult setting won't be as good as a min-maxing player, but on higher difficult levels it should be more challenging than it is currently.
 
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What does the AI do once it achieves its goals? If I understand these right, an income value in a plan is a target income, and once it achieves that, the plan is fulfilled, and it goes on to try and satisfy the next income target down the list? What happens when it gets everything in the green? Surely the AI isn't simply happy with 30 alloys of income for all time?

The final sub-plan that we're currently looking at is set up as follows:

Code:
@consumer_goods_target = 30
@research_target = 9999
@unity_target = 70
@alloy_target = 500
@rare_resource_target = 4

income = {
    physics_research = @research_target
    society_research = @research_target
    engineering_research = @research_target
    unity = @unity_target
    alloys = @alloy_target
    exotic_gases = @rare_resource_target
    volatile_motes = @rare_resource_target
    rare_crystals = @rare_resource_target
}
 
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