AI Game Performance Optimisation Fix 3.10
Balance, Economy, Fixes, Gameplay, Utilities
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:
AI Hyper Relay Fix:...
Розробник: RegiZero
Дата створення: 1 Aug, 2020 @ 3:22pm
Оновлено: 23 Dec, 2023 @ 3:22pm
Підписників: 19742
Розмір (розпакований) : 0.434 MB
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.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
What the mod does to effectively boost performance:
Further tuning that can be done manually if needed:
- Lower habitable planets
- Lower guaranteed planets
- Lower pop growth
Latest update:
- Updated to 3.10.
- Potentially fixed bugs with "AI Hyper Relay Fix" and "AI Habitats Fix"... it's a weird one.
Future development:
- 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!).
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
Donated This Month: £0
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What the mod does to effectively boost performance:
- AI Hyper Relay Fix: Stops the AI from spamming and constructing a Hyper Relays as they degrade performance (optional).
- AI Gateways Fix: Stops the AI from spamming and constructing gateways more than twice every 100 years. This works out to around 6 gateways per AI up until late game and prevents the AI from building them too quickly (optional).
- AI Xeno-Compatibility Fix: Stops the AI from getting Xeno-Compatibility ascension perk (optional).
- AI Habitats Fix: Stops the AI from spamming and constructing habitats by introducing a limit of 7 habitats per AI (optional).
- AI Sub-species Fix: It limits the AI from creating large number of sub-species, limiting it to 2.
- AI Unemployment Fix: Fills AI job vacancies fast and reduces unemployment by resettling the unemployed pops to planets with open jobs (optional).
- AI Corvette/Frigate Spam Fix: Stops the AI from spamming 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 spammy 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).
- AI Marketing Fix: Fixes AI's marketing micro selling and buying small amounts when resource capacity is full.
- AI Pop Count Conversion Fix: 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 which is compensated with positive pop resource production (together with pop upkeep and other things for balance) and diplomatic weight from pops. This should also provide a high performance boost, maintaining a reasonably balanced AI/player gameplay (optional).
- Some AI Fixes On players: As a preference, you can enable some of the AI fixes to be also performed on players for potential balance and further performance gains. These currently include: AI Hyper Relay Construction Fix, AI Unemployment Fix and AI Pop Count Conversion Fix (optional).
Further tuning that can be done manually if needed:
- Lower habitable planets
- Lower guaranteed planets
- Lower pop growth
Latest update:
- Updated to 3.10.
- Potentially fixed bugs with "AI Hyper Relay Fix" and "AI Habitats Fix"... it's a weird one.
Future development:
- 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!).
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀[www.paypal.com]
Donated This Month: £0
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