ENFER Reloaded
TL DR: An AI mod that improves lots of things to make the AI play their cards better.
The good news: This is a TRUE AI mod. The mod itself only contains a DLL file, no XML at all.
The BAD news: sadly is not working as a subscription.
If you want to use the DLL mod, check out this Discussion Topic with the details of install and uninstall. Basically, is replacing the AI Core DLL file.
Compatible with the latest official version 1.5.75, and any overhaul mod or mod combination (ESG, ExS2…)
– Tweaked expansion logic so they expand more effectively.
– Reworked use of spaceport to move population arround so is much more effective and avoids stacking population on one system.
– Adjusted food migration placement for outposts, so works properly.
– Nuanced motivations to everything market related: buy/sell resources, buy heroes/ships.
– Stock resources also for manpower upgrades.
– Tweaks in how understands resource needs at empire and system level.
– Better system queue logic being able to queue after buyout or able to queue several military ships at once.
– New tagging of "important" improvements to prioritize them even more (like, placing core trade buildings).
– AI understands buildings for improving trade gains.
– Way better use of planet improvements, placing in/out +resource planet improvements (Slag and Sludge center) when needed.
– New motivation to unlock the hero/ships part of the marketplace.
– Reworked motivation to unlock/upgrade free movement, and for more ship movement.
– New motivations to unlock better curiosity detection.
– Tweaks in trade-related technologies to be more nuanced on priority.
– AI will me more thoughful on researching behemoth techs, not researching anything unusable for the behemoths they have.
– Better hero purchasing, looking for heroes to cover their main politics.
– Will prioritize senate skills for ongoing politics when available.
– Better hero allocation, doing tricks like reverse-merge and other stuff to keep heroes on top or their military fleets.
– Revorked many fleet missions to make AI more thoughful on what missions to prioritize.
– Better management of scout ships, instead of max of two scouts (specially nakalim that usually wants more).
– Better "return to base" mission capable of bringing back any fleet type.
– Special actions like merging fleets in same node, or reverse merges to make AI more effective organizing their fleets.
– Advanded way to merge fleets using a meeting point to save turns.
– Reworked fleet allocation and added special jobs so AI reallocate their fleets based on distance to target.
– Greatly improved the use of scouts for relic hunting (Nakalim).
– AI will attack with their stronger fleet in a node first.
– Improved slot assignation for ship designs, also avoids strategic modules on weapons/defense for invasion, leeching or rooting ships.
– Some tweaks in motivation to vine systems for Unfallen.
– Reworked keii spenditure to try to keep empire at high keii values, specially from pushing out colonies from outposts with keii.
– Hissho will make proper use of all of their observances.
– Reworked how AI Vodyani manages their essence (when to rise pop or buid arks with it).
– Fixed many things on the mission for Vodyani to rise wrecked Arks.
– Better logic to place temples or fealty centers, when checking for best planet for the improvement.
– Better logic speding relics for nakalim, keeping a percent unassigned to push science.
– Nuanced use of terraformation depending on faction (IE keeping cold for sophons, or sterile for hissho).
– Riftborn will sometimes queue fabricated forces to keep their manpower up.
– Riftborn is able to research and use all singularity types, with better strategic placement.
– Better motivation to defend borders and choke points (still prioritizes offense).
– A few bugfixes in the use of hacking program (null objects, wrong calculations, etc).
– AI understands all hacking outcomes (included missing for Pirates/Academy).
– Removes hacking-related analysis to sped up computation when hacking is not present in the game.
– Better use of economic behemoth, removing or adding mining modules depending on situation.
– Some hacks to be sure AI handles some competitive quests properly.
– Reworked many motivations for custom laws.
Version 4.01:
– Disabled RIP singularities for Riftborn AI (seems the code on Core DLL is not right) to avoid hangs with replays.
– Added a null check on custom diplomatic actions.
Version 4.0 and earlier:
All the detailed information is moved into the Change Notes
Revisions:
Old revisions of this mod are available below. Click the link to download.
