ENFER Reloaded

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Author: ninakoru

Last revision: 20 Feb at 19:17 UTC (1)

File size: 2.45 MB

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Description:

TL DR: An AI mod that fixes and 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 1.5.60.

These changes are improvements/fixes over the prepatch version, which already had some prior improvements/fixes I reported and they successfully implemented. So all of this is new.

Bugfixes

I fixed 52 issues on the AI side, from nearly insignificant to game-breaking issues. All of these are reported to Amplitude, with extreme detail.

These are the most impactful I successfully fixed:

AI is not able to attack fleets under systems of their own influence (yes, check out latest showcase screenshot…).

There’s one specific instance I could spot the AI can get stuck in "Playing" when trying to advance to the next turn: retreating from a battle, landing on another system and trying to move again.

AI got the system production locked forever half of the time when using an infinite resource conversion improvement (IE 3D Printing).

When an enemy has more military than the AI, most of the time their motivation to build ships drops dramatically. (That’s why peaceful AIs almost always have very little military).

Improvements

There are 95 improvements, this is a condensed list with the most important.

Faction specific

Lumeris can use Shadow Banking, to lower dust inflation.

Cravers now can use their sacrifice slave action, Feeding pits, to raise approval or food output.

Nakalim is able to build Temples, Resurrect colonies, assign relics to fleet heroes, and has improved relic collection. Also will not go crazy with science at the beginning due to their trait.

Volyani has improved leecher management, can Evacuate Minor faction systems, will raze enemy systems to place their own Arks, won’t spam Holy Proliferation mindlessly.

Hero Management.

Now the AI will we able to re-assign their heroes to better systems or fleets.

AI will prioritize assigning senator skills to heroes aligned with their current leading political parties.

Will also prioritize heroes to fill empty leading parties from the market, or in new academy heroes.

AI will assign their governor heroes to their most important systems available instead of just in system acquisition order.

Technologies.

These technology improvements are now implemented: Siegue Modules, hero/ship part of the marketplace, curiosity detection strength, extra population buildings.

Lots of improvements in Behemoth research, IE not researching improvements for behemoths types they are not using at the time.

Some adjustments, like more interest in researching ship upgrades, better Movement Improvement understanding, better resource needs understanding.

Improved and expanded trade route related, over-colonization and buyout tech interest.

Diplomatic Enhancements

AI will not ask for tribute if they don’t perceive themselves as stronger in military.

AI will think twice before opening a new war front unless they feel superior.

Lots of internal checks and minor bugfixes to avoid many dead ends in diplomacy logic (IE not asking peace/alliance to Cravers…).

Building

More motivation on industry buildings on less developed systems.

AI can build special buildings like curiosity rewards, and ship upgrade improvements.

Better placement of unique buildings and wonders, and more motivation.

Will use resource planet improvements (IE: Slag and Sludge Center) on needed resources.

Fleet Management

General improvements in fleet next destination selection and pathing, more responsiveness..

Improved "wait for a fleet merge" logic.

Assisting invasion fleets will likely wait for the main military fleet to arrive first.

AI will consider pirates to defend their closest systems, and will keep some interest in defensing any front from a non-cordial neighbor.

Ship Design

No more invisibility/detection modules on carriers, better colonizer priorities, minor optimization in module slot type selection.

Now invader role support ships, colonizers, arks, leechers and rooters will not equip weapons and armor with strategic materials.

All Behemoths and Carriers, will not equip special weapons like boarding pods, and EMP interference Weapons. Same with medium ships heavy mounts.

Others

Better victory progression, added default victory choices for Hissho (Supremacy) and Umbral Choir (Economic).

Greatly improved the analysis for Luxury need regarding system upgrade recipes.

Now AI really chooses the best resources for system upgrade, will plan and stock for them in advance, and will choose the best options and not just the first with positive production.

AI will pre-emptively create invader fleets when everything is calm, and will have more motivation into assisting invasions with them.

Better repair/retrofit logic, with proper hero handling.

Version 2.07:

Adjustment in AI gains due to update of the prepatch version

Version 2.06 and earlier:

All the detailed information is moved into the Change Notes

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Revisions:

Old revisions of this mod are available below. Click the link to download.