Stop AI From Spamming Gene Modding

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zowmaster

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Jan 10, 2017
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So I'm playing a 5,000 star galaxy and my species list is way bloated because two of the computer AIs is spamming gene modding their species.

I can upon a thread talking about this subject a while ago, but have spent 30 mins looking for it with no luck (I think one solution had to do with changing a data file under the game files). If anybody can point me in the right direction, it would be greatly appreciated. Thanks and happy New Year!
 
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Elfwind

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It needs to have a founding species then you click on it and it shows a sub-menu of sub-species.

Also the AI totally cheats with trait point costs.
 
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smjjames

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Why should the AI be constrained if you don't face similar constraints?

The problem is that the AI does it rather explosively and haphazardly, and I've observed that it's also partially driven by migration. They also do it with no strategy at all, not even removing bad traits for example.

It needs to have a founding species then you click on it and it shows a sub-menu of sub-species.

Also the AI totally cheats with trait point costs.

More like gene mods a small number of some species that arrived on their worlds.
 
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Elfwind

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The problem is that the AI does it rather explosively and haphazardly, and I've observed that it's also partially driven by migration. They also do it with no strategy at all, not even removing bad traits for example.



More like gene mods a small number of some species that arrived on their worlds.

Hmm, in my games they have all bad traits removed somehow (non-fallen empires) and have traits that would be impossible to have even with all the gene techs. Like very strong and intelligent and industrious with no negative traits.
 

Oscot

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For what it's worth I don't think anyone has any objection in principle to the AI spamming gene traits. I can totally believe that in a sci-fi setting some species wouldn't give it a second thought, and would spam GM like fashions.

The problem is just that the UI which lists said spam is not fit for purpose.
 
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DAKOTA567

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I can upon a thread talking about this subject a while ago, but have spent 30 mins looking for it with no luck (I think one solution had to do with changing a data file under the game files).

That was on the screenshot thread.
https://forum.paradoxplaza.com/foru...aris-strange-screenshot-thread.926643/page-61


Why should the AI be constrained if you don't face similar constraints?

Because the AI cannot gene mod responsibly. :D

But no, seriously, the AI gene mods small groups at a time in order to get around the costs, but it makes a different gene selection every time it does this, as such you end up with over a dozen of only marginally different "breeds" of a species that take up utterly massive amounts of the species tab with pop counts that rarely exceed two dozen.

Either the AI should be improved to where it optimises traits (like players do) and ends up with only a few breeds of very well selected traits, or, like Elfwind said, the different breeds all need to be contained into a single pop-down list so the species tab doesn't look like it has a form of cancer.
 
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zowmaster

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Jan 10, 2017
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It needs to have a founding species then you click on it and it shows a sub-menu of sub-species.

Also the AI totally cheats with trait point costs.

Yeah, thats exactly what I was thinking also Elfwind, make it happen Paradox! Thanks Dakota, that's exactly what I was talking about. I was just looking for it in its own separate thread..