Модификация добавляет AI Game Performance Optimisation Fix 3.0 в игру Stellaris.
Оригинальное описание
This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions; along 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:AI Gateway Construction Fix: Stops the AI from building gateways after it has reached a cap of 1 gateways built (optional).AI Xeno-Compatibility Fix: Stops the AI from getting Xeno-Compatibility ascension perk (optional).AI Habitats Fix: Stops the AI from constructing and spamming habitats after it has reached a cap of 5 habitats built (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 Spam Fix: Stops the AI from spamming corvettes and destroyers by putting a cap on corvettes to 60 and destroyers to 30 per fleet. Once the AI reaches the cap(s), 2 corvettes 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, pop assembly speed and organic pop assembly speed which is compensated with positive pop resource production and diplomatic weight from pops. This should also provide a high performance boost, maintaining a reasonably balanced AI/player gameplay (optional).Modifier Optimisation Fix: Reduces the burden of updating modifiers by decreasing their update frequency to once per month (optional and experimental). Thanks to f0urtyfive for the idea!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 Corvette Spam Fix, AI Pop Count Conversion Fix and AI Unemployment Fix (optional).These optimisations are tested and each impact the performance to a fairly significant level. However, most of the features listed above can be disabled at game start if desired or through a edict.Further tuning that can be done manually if needed:- Lower habitable planets- Lower guaranteed planetsLatest update:- AI Pop Count Conversion Fix adjustment- Modifier Optimisation FixFuture development:- If you think there is a problem with the AI that slows the game when comment it below or discussion and it will be considered to be added as a fix.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.Compatibility:- Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the AI habitat and gateway limit to work. Therefore, it should be placed last in the load order (at the bottom).Mods that edit habitats/gateways (gigastructures compatible) or the mentioned ascension perk will be incompatible. However, this is extremely unlikely. To clarify what conflicts can do:This mod has quite a low chance of conflicting with other mods. The ascension perk and social classes file are the only bits that can conflict. If this mod is prioritised in the load order, the mentioned bits will stay vanilla and will not break the game (maybe gameplay) depending on the conflicting mod’s reliance on the edits to those bits. However, if 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. For example, a mod that overhauls Xeno-Compatibility will be either reverted to vanilla or it will not be disabled for the AI depending on load order. Hope this is clear, gl xd.Other mods:Ultimate AutomationCleanse & RebirthThe discord to help me out or just for discussions about the mods:https://discord.gg/wh4HZuVzs7Making 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
Как установить данный мод
Скачать архив. Распаковать. Скопировать мод в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/
Если папка отсутствует – попробовать запустить игру или создать папку самостоятельно.
Распаковать файл .mod в папку: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod
Или просто воспользоваться кнопкой «Подписаться» (Subscribe) в Steam.
Мод должен появиться в лаунчере игры во вкладке моды – остается только активировать его.
Enjoy the game:)