AI Runs Eternal Resource Deficits

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Derp

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This is what I don't understand. How in the Hell does the AI seem to be able to have the alloys, minerals, and food to seriously threaten me in year 30 (no advanced starts even), but by the time we get to 100 years in, it's facing a catastrophe.
if i had to guess it's a combination of coasting on bonuses the AI gets, overbuilding military without actually using it to gain an advantage by conquering (possibly because every other AI is overbuilding military), and putting waaay too much weight on trade value instead of concrete resources
 

LeanneKaos

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This is what I don't understand. How in the Hell does the AI seem to be able to have the alloys, minerals, and food to seriously threaten me in year 30 (no advanced starts even), but by the time we get to 100 years in, it's facing a catastrophe.

I think part of that is because in the Early game the economy is still heavily driven by space resources and your homeworld - which is relatively easy to manage. It's not until the midgamish era that the costs of mismanagement really start to manifest, and the opportunities to compound on them start to explode.
 

UltimateTobi

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Glavius's Ultimate AI loads last and therefor every other mod overwrites it.
Usually there are no compatibility issues, however many mods add bloat in form of .txt files that aren't needed for that specific mod, but would then overwrite the corresponding AI mod's file.

I suggest you try it out. It is not a Total Conversion, it solely modifies AI's behaviour, NOT adding cheats/buff (except no Upkeep for Leaders until PDX fixes the AI spamming them) and free Armies (until PDX fixes the AI spamming and disbanding them).
It's also designed around Ensign which naturally has no cheats, so the AI will only be better at higher Difficulties.

Regarding Dummy Building: the AI can not not build Buildings, and will build one as soon as it has a free slot. This causes Pops to switch jobs as well.
The Dummy Building will be built instead, and be scrapped if enough Pops are there to work and certain desires are met.
 

Playwars

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As everyone as said : Glavius is a must have, it's the only mod that makes the game playable, as such my only recommendation is to only keep the mods that are compatible with Glavius (and it's not because they don't have a compatibility patch that they aren't compatible) and play with that. Otherwise the only other option is to go back to 2.1. until the devs fix the game into a playable state.
 

Longprao

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When I subscribe to a mod that has no compatibility mod for glavius, I check its files, if it conflicts with glavius, I unsubscribe.

But even if I don't unsubscribe, there is no issues, because the new mod will just overwrite the conflicted files, as glavius loads last. So we will only lose the glavius's behavior for those specific things, not everything.

For example Real Space conflicts the dyson sphere file with glavius, so it means the AI won't follow glavius's priority to build dyson sphere. It will follow Real Space (which is vanilla I think, because this mod only modifies UI, not behavior).
 

TurtleShroom

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I play on V2.2.4 and have agreed to switch to Glavius. I chose the multiplayer version and am undergoing testing right now. It failed, but I forgot to install the Planetary Diversity Compatibiltiy Patch today, so I'll be starting a new galaxy tomorrow.

The primary problem I have narrowed it down to is that the AI is not building Districts. It is building the buildings the way Glavius told it to AND it is waiting to fill Jobs before it makes new buildings. This means no Commercial Zone spam, but it's still not building Districts. I use the Universal District Patch, but it corrupts the generation of a new galaxy by causing all planets to spawn without Planetary Resources (because its creator added a stupid "feature" that made planets beyond size twenty-five spawn), so I have to switch it off to start a new game and then switch it back on to re-enable it.
 

Trueno33

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I saw no mention about having touched the AI in the patch notes for 2.2.5, but I didnt read it thoroughly. Do you think they will address this at any point?
 

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They do have an AI section in the 2.2.5 changelog.
It's still meh. Especially when it comes to strategy. The AI will still wardec you because your fleet is inferior, smash their fleet into your clearly superior border starbase, and then keep regularly smashing even weaker half-fleet into the starbase. Then you just walk in and take whatever you want.
 

UltimateTobi

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It's still meh. Especially when it comes to strategy. The AI will still wardec you because your fleet is inferior, smash their fleet into your clearly superior border starbase, and then keep regularly smashing even weaker half-fleet into the starbase. Then you just walk in and take whatever you want.
Agreed.
No Army fix, no Fleet targeting fix.
I hope they do it down the line.
 

TurtleShroom

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As an update to the thread, here are all of the Mods I use that add new Districts, change existing ones, or otherwise have a "Districts" folder with files in it:
  • "More Events Mod"
  • "Ecumenical Ring Worlds"
  • "Planetary Diversity"
  • "Human Fallen Empires" (only adds Districts to a few unique planet classes)
  • "Giga-Structures and More"
  • "Sensible Habitats"
  • "State of Lies"
  • "Glavius AI Multiplayer"
  • "Dyson Swarm"
Every other Mod I have that changes it are Compatibility Patches, including the "Universal District Patch" and Compatibility Patches for "Glavius AI Multiplayer".

My Compatibility Patches for "Glavius AI Multiplayer" are as follows:

1. "Universal District Patch"
2. "SOL/GAI CP" ("State of Lies"/"Glavius AI")
3. "Planetary Diversity - Glavius' Ultimate AI Patch"
4. "GAI/Dyson Swarm Comp. Patch"
5. "Habitable Structures Patch"


What, if anything, is messing up the District system?
 
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