About the AI's faliure to keep up economically

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J.P.Cliffer

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As player killing Criminal Megacorp is second after all the no diplomatic one. And AI fail sometime due to overspecializing planet and lose one.

And a player can manipulate the market and the standard trade deal between country seems ignored now by ai even if i give 500 consumer good he don't even give 1 alloy.

If the AI was very smart he should compare the cost of 500 consumer at the market * 0.70
and alloy*0.70 in order to see if the deal is better than the market as min value. And use it's own 90% or something in order to set the max value.

Or use at least use offworld trading company AI like for that one can hit hard on player.
 
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LWE

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Console-switched to a Commodore AI mid-game, it has Energy, Food, Minerals and Consumer Goods to the limit, but only 1.2K alloys with a monthly uptick of 17 - looks like this could be part of the problem. Maybe this, combined with other flaws, is what leads to the current situation.
 
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NanoChainedChromium

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*sigh* So it is just as bad as expected...lets hope Glavius can fix this hot piping mess, since it seems clear by now that a proper working AI is low on the priorities. Which is sad. I love me a good Multiplayer scrap, but i mainly play Singleplayer, and i would wager that so do most Stellaris Players.
 

vaderflag

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My experience on max difficulty has been similar as others here: the AI is not remotely competitive, even though I was bumbling through learning the new mechanics.
It's really unplayable in single player mode right now unless you want to role play.
 

Kahldris

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I'm sure the AI will be looking up alot in the next few weeks!

If I'm wrong well I'll be subscribing to Glavius's mod. Crazy how much better he made the ai in 2.0. Like night and day. Without his mod playing vs AI in 2.0 would have been boring. If his mod is still needed after paradox is done patching 2.2 well..... Paradox needs to pay him already and have him join their team.
 

Pyoro

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AI is strangely passive in my games. They like to declare wars, then sit around not doing anything. If they get stuck with something, because they lack resource X or Y, they just stop doing anything much altogether, it feels. Even if I throw a bunch of resources at allies it doesn't really seem to kickstart them.

Plus, the usual quirky, like you go for a land invasion of an enemy planet and they have a transport fleet sit in orbit ... aaaaand it just keeps happily sitting there instead of, well, getting the soldiers onto the ground to help defend or at least save them from fleets.

What it seems reasonably good at is identifying choke points and defending those. They ally up and go around quickly grabbing space. But then ... sometimes they seem to "forget" building mines for hard to understand reasons, and their planets tend to be a bit of a mess (admittedly I'm not always sure what exactly to do with mine either ^^).
 

Serenity84

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I don't see the complete failure to build up planets as some are describing. Overall, sure, it's horrific. Almost 2400 and they are running around small relatively low tech fleets for the most part. Seeing a tier 4 weapon is rare. Absurdly small fleets. It's really shocking :(
But many individual planets seem fine on the face of it. It's indeed possible that they never use their strategic resources for upgrades (and they do mine those on planets. They also use the synthetic plants). Haven't checked for that.
But otherwise I see planets built up. Building slots are filled. Amenities and housing are doing fine. There is some unemployment, but it's not causing stability or crime issues. Many planets are mostly self sufficient or even entirely positive on all resources. From their total power I expected a lot worse.

Some things I noticed:
1.) One empire has three habitats that don't seem to be colonized
2.) One planet has low amenities. Two luxury residences have been built to compensate, when in the long run holo theaters would be more effective there (at least if the can be staffed)
3.) One planet has tons of mining districts and high quality minerals. Planet is somewhat developed, but only has one mine.
4.) They could be a bit more aggressive with mining and generator districts in general when there is unemployment

A big thing I saw is that the AI fails to clear tile blockers. Especially on small planets that really hurts its development. There are plenty of pops and they work what they can, but there is now unemployment because no further districts can be built. In some cases these are high tech blockers like mountains and volcanoes. But in other cases it's also low tech blockers like kelp forests
 

AlanC9

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AI is strangely passive in my games. They like to declare wars, then sit around not doing anything.

I had an AI ally lock 100% of its fleet into anti-piracy patrols. During a war. Don't know if this is your issue or not.

OTOH, I saw an AI completely overrun another AI in a war, except that it didn't bring any ground troops to capture the planets. But that's not any different from 2.0.
 

Pyoro

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I had an AI ally lock 100% of its fleet into anti-piracy patrols. During a war. Don't know if this is your issue or not.
Yes, I've definitely seen that on occasions.

But I've also just had them sit on their fleets not doing anything whatsoever. Maybe they were waiting for upgrades or ally fleets to arrive or who knows what; I didn't dig that deep.

And a third case where distances were large, and they went "well, this station back beyond everything is a juicy target ... I mean, wouldn't want to go for my claims right next to my border, that'd be predictable..." - so they spend a few years traveling there and then go "well, maybe that idea sucked. Let's maybe do something else instead after all" and then sail all the way back again. And by the time they managed to get anywhere War Exhaustion has ticked up to 50+% without anyone doing anything again.

Last case is a tricky one, and I guess that sort of stuff is just expected from AIs. But the other two need to be gone.
 

Leon12

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Yeah the AI doesn't seem to be upgrading buildings at all. Glavius had to write a whole event-chain that upgrades buildings for the AI.

Fairly dire stuff, really.
 

EvilKnievel82

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I think a lot of the problems the AI has with having a decent fleet actually stem from the fact that ships have gotten about several times more expensive. 150 alloys for a corvette at the start? Thats what you paid in minerals in 2.1. Now that is worth 600+ minerals. I get that you have more pops but it takes forever until you can really afford to spam alloy production.

You need to get to the point where you can actually have several level 3 alloy buildings running to gain a tangible about of alloys. As long as you are under 100 in production of alloys they actually are mostly used up by just expanding and upgrading starbase and ships. No wonder they take forever to field anything above 10k, I found that quite difficult in the first run. At the same time FEs, AEs, endgame crisis, Khan, marauders have stayed equally strong. So there is something very off with the balancing here I think.
 

Dargaron

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And a third case where distances were large, and they went "well, this station back beyond everything is a juicy target ... I mean, wouldn't want to go for my claims right next to my border, that'd be predictable..." - so they spend a few years traveling there and then go "well, maybe that idea sucked. Let's maybe do something else instead after all" and then sail all the way back again. And by the time they managed to get anywhere War Exhaustion has ticked up to 50+% without anyone doing anything again.

Tell me about it. I suspect that the AI is still extremely confused by FTL Inhibitors, in addition to overzealously using the "patrol" feature: out of two games so far (vanilla), marauders have at best a 50% success rate actually getting to my space. Even on the occasions when they do make it to my colonies, it usually takes several years to a decade before they reach my sensor range. They don't seem to be able to comprehend "attacking a starbase on the way to their target," instead just pathing all the way around the galaxy to get in the back way.

It's quite maddening, because while a Marauder Empire is on a raid, you basically can't interact with them, so if they're on a never-ending raid, it's like one of the Marauder Empires has been removed from the game, and not the fun, explode-y way.
 

pmchem

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Yeah the AI doesn't seem to be upgrading buildings at all. Glavius had to write a whole event-chain that upgrades buildings for the AI.

Fairly dire stuff, really.

So disappointing, I quit playing in 2.0 because the AI didn't know how to handle tiles without mega cheat free resources on grand admiral. 2.2 seems more broken than that.
 

wingren013

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makaramus

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  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Golden Century
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
me:waiting for new patch so AI wont cripple itself by terrible building placements
also me:dissapointed by new AI buildings since they are even more crippled!