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Cymsdale

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Anti-crime building spam is a great representative of the AI's lack of understand of how its empire works:

It sees high crime it builds anti-crime buildings. As opposed to fixing the reason there is crime (i.e. its people are starving, lack consumer goods, etc.).

And of course if it happens to get lucky and fix the reason there was crime it will never remove the now useless anti-crime buildings...
Maybe the AI is just forward thinking and playing a future patch where crime matters.
 
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Mímisbrunnr

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I don't know if if was in this thread or another, but the scripts ban AI from building holotheatres at all, which is kinda dumb honestly. I guess they were trying to prevent the AI from building them stupidly, but they are such an easy one-and-done-don't-worry-amenities-again building without even upgrading it past tier 1.

So I'm getting all my amenities handled by two pops, while the AI is stupidly trying to manage it with a dozen or so clerks.

Clerks are basically unemployed pops that the system won't auto-resettle for you. It's harmful to leave any clerk slot open. Of course, this is more of a balance issue than an AI is dumb one. I certainly don't blame the AI for not being programmed to turn off every clerk slot (like any human player should).

The game is full of trap decisions and the AI is programmed to use them. It seems like Stellaris would be much more fun to play if I was just really bad at it.

Takeaway recommendations I would give to the Devs:

1.) Program the AI to use up to 1 Holotheather (and eventually its upgrade) per world.

2.) Buff clerks, similarly to how Merchants were buffed.

3.) Because Trade still falls behind as it doesn't get tech bonuses like Energy does, maybe you might want to consider adding a +Trade Value% line of techs in the future so that Trade can be more competitive?
 
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Andakingu

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In fairness, luxury housing isn't bad in this version - but using it like this very much is. Also, that's the upgraded crimefighting building, on a 48-pop planet with what seems like 0 crime. I don't even ... Was there a criminal megacorp or something? Otherwise this should've never been upgraded, probably not even built.

The less said about AI and clerks the better...
Looking at the game date, it's quite possible the AI was responding to early game amenities and CG shortages, which cause stability loss and high crime rate, hence the focus on bringing down crime and providing amenities (clerks) Later once the situation is under control, other worlds can make up for resource shortfalls. If it can find any. The problem then ofcourse, is that their capital, which ought to be quite the producer, has become what we see above.

The more I'm seeing the more I think that AI build priorities are too short sighted. The system is too limiting for the AI I think.
 
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tremor3258

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1.) Program the AI to use up to 1 Holotheather (and eventually its upgrade) per world.

Just to note, I see plenty of halls of justice and never any holotheaters or their upgrades when, uh, liberating. Maybe I'm misreading, but I see bonus amneities and happiness for that little tiny happiness/stability boost as pretty useful for a couple pops and some consumer goods to reduce crime at the same tme.

How is the AI getting so much crime on a 20-30 pop world it overwhelms a governor or a base enforcer to the point it sees needing to build? Does the AI not use governors?
 
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Mímisbrunnr

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Just to note, I see plenty of halls of justice and never any holotheaters or their upgrades when, uh, liberating. Maybe I'm misreading, but I see bonus amneities and happiness for that little tiny happiness/stability boost as pretty useful for a couple pops and some consumer goods to reduce crime at the same tme.

How is the AI getting so much crime on a 20-30 pop world it overwhelms a governor or a base enforcer to the point it sees needing to build? Does the AI not use governors?

I'd reckon that its mismanagement gives it food/consumer goods shortages that slap them with big 25% or so penalties (each). This tanks happiness and skyrockets crime.
 
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Ovan

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The only thing I've noticed, probably because I don't look at AI planets much, is their fleets never go higher than like 5k, which is super strange and makes the late game a stomp.
I just assumed it was because in my specific game I was constantly crushing them due to playing as the crisis.
 

Andakingu

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Just to note, I see plenty of halls of justice and never any holotheaters or their upgrades when, uh, liberating. Maybe I'm misreading, but I see bonus amneities and happiness for that little tiny happiness/stability boost as pretty useful for a couple pops and some consumer goods to reduce crime at the same tme.

How is the AI getting so much crime on a 20-30 pop world it overwhelms a governor or a base enforcer to the point it sees needing to build? Does the AI not use governors?
A combo of early game CG and amenities shortages, impacts pop happiness and reduces stability. The impact on stability and happiness also impacts pop productivity. Add this to the fact the AI fills up it's build slots early, sometimes with multiples of the same building, leaving itself with no way to build things that can address shortfalls in amenities but more importantly CG and you have a death spiral of sorts. Unless the AI can expand fast, (which is hampered by diminishing returns from unhappy pops) get new worlds with new building slots, it's stuck.

Especially if it then goes building tons of industrial districts, which cost alot of CG's to run.

Low stability, equals high crime (also revolts, which is why we are seeing so many AI empires falling to revolution)
 
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Ovan

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A combo of early game CG and amenities shortages, impacts pop happiness and reduces stability. The impact on stability and happiness also impacts pop productivity. Add this to the face the AI fills up it's build slots early, something with multiples of the same building, leaving itself with no way to build things that can address shortfalls in amenities but more importantly CG and you have a death spiral of sorts. Unless the AI can expand fast, get new worlds with new building slots, it's stuck.

Especially if it then goes building tons of industrial districts, which cost alot of CG's to run.

Low stability, equals high crime (also revolts, which is why we are seeing so many AI empires falling to revolution)
I noticed crime was more prevalent now, even on my own planets that had no stability issues or anything. Did they change something in the crime system or am I just crazy?
 

Andakingu

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I noticed crime was more prevalent now, even on my own planets that had no stability issues or anything. Did they change something in the crime system or am I just crazy?
On that, I'm not entirely sure. I didn't have much cause to check out the AI prior to 3.0 and my own crime rate was always neglible that I didn't take much notice of it. Now, I have trouble playing with the new changes. :p

Sorry I can't help with that question. Perhaps someone else could weigh in? I too would like to know.
 
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Ovan

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On that, I'm not entirely sure. I didn't have much cause to check out the AI prior to 3.0 and my own crime rate was always neglible that I didn't take much notice of it. Now, I have trouble playing with the new changes. :p

Sorry I can't help with that question. Perhaps someone else could weigh in? I too would like to know.
Yeah its weird I had like 20 - 30% crime on my homeworld at some point just being generated by pops. I have literally never played a Stellaris game in my life before this update where I had to actually build crime reducing buildings.
 
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Yeah its weird I had like 20 - 30% crime on my homeworld at some point just being generated by pops. I have literally never played a Stellaris game in my life before this update where I had to actually build crime reducing buildings.
I wonder if some passive has been changed or adjusted?
 

Von Thoma

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CRIME
What I encountered in my game now is, that some single rebelled systems from neighbors , had been CRIME Megapolis Nations and they spawned their buildings on my planets .... had to destroy already 3 !!! single system nations in my now ongoing game, which have done that ...

but a joke now is more that small fleets all nations have AND that they even don't build stacks with them ... look at HANTAK , it is the Nation with the most planets, because I sponsored them :)

1619562697584.png
 
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AI Megacorps need constant cash and mineral trades from me to establish branch offices. Otherwise they just sit there.

Like I have to trade them 1000 energy, 1000 minerals, THEN a branch office opens or they build some buildings. Otherwise I can go an entire run with a commercial pact with a megacorp without them opening even a single branch office.
 
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Black_Shade

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Playing on GA without scaling, here's the situation at 2260:

My game is already over. Every AI has either collapsed or is in the process of doing so. Also note my large reserve of alloys and using only half my fleet cap. Yet only 6 out of 16 AIs is above pathetic, and none are above inferior, despite me intentionally not building my fleet up. I've modded the game so that the AI can't designate forge worlds unless hive or ME to try and alleviate the CG crash, to no avail. A truly sad state of affairs. The game simply is not playable in its current state.

aibad.png
 
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Toybasher

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I've heard someone say a long time ago supposedly the AI never does the crime lord deal. The reason why they spam anti-crime buildings is there was supposedly a bug (more like a "Quirk") where the AI would make the crime lord deal, break the deal, make the deal again, and it would eat up all their influence.

No idea if it's actually true. Just something I've read. The AI definitely does spam anti-crime buildings.

EDIT: This is a problem because the crime lord deal is considered the "meta" option. I personally hate criminal underworlds and try my best to stomp them out, and don't make the deal, but the deal is considered a viable option. AI should, maybe depending on personality type, decide to suck it up and do the crime lord deal under certain conditions.

The AI's lack of replacing/deconstructing buildings also makes the crime a major obstacle for the AI. Even if they stomp it out, they won't later replace the buildings with more useful ones.
 
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durbal

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Nobody can claim this honestly missed QA...and certainly not for the past few versions where some of the current problems also existed. The AI has been utter garbage and my #1 reason for keeping Stellaris shelved for over a year now.
 
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Verx90

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Playing on GA without scaling, here's the situation at 2260:

My game is already over. Every AI has either collapsed or is in the process of doing so. Also note my large reserve of alloys and using only half my fleet cap. Yet only 6 out of 16 AIs is above pathetic, and none are above inferior, despite me intentionally not building my fleet up. I've modded the game so that the AI can't designate forge worlds unless hive or ME to try and alleviate the CG crash, to no avail. A truly sad state of affairs. The game simply is not playable in its current state.

View attachment 710299
how... did you use mods? all the AI are like that?

do you have the save?


GA has NO problem with CG . so it doesn't need modification about it.
 
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