AI Economy Buff 7.0 Re-mastered
This is for 7.0 only, 6.2 is not supported, I also highly recommend turning this off and most other mods for playing timelines scenarios as these will likely disrupt the intended "challenge" scenarios presented as they are all handcrafted situations and carefully calculated.
Do not use DeadAir Ware/Eco with this since it does similar things, Deadair helped collaborate on some things here but these just represent different visions of the economy. So pick one. Same thing goes for other economy mods, you need to be careful and check the files and see what’s being overwritten. The other DeadAir mods do work with this as far as we can see.
*Images are all AI built (Except Shipyard) using the new stationgen script modifications in this mod with 20 Production Modules, TER/TEL Habs were doubled in workforce limit but cost twice as much in resources to make stations more attractive
Needs a few playtests after Timelines releases but should be good to go, please feel free to give feedback
Gives AI Empires a boost in economy and completely revamps vanilla jobs/vanilla god
Intended for those looking for a more active involvement by the AI economies(IE: Your using mods that raise the number of military ships and don’t want to be the hero)
Best on a new game to get AI stations stacked.
Adds a Split trade Station to family Zhin(This improves pathfinding for the split, otherwise they try to cross tharka’s cascade to trade at the HAT trade station and get blown up, causing a massive degradation of their economy)
Adds a Free Families Trade Station at Thuruk’s Demise to get their traders to not route through Matrix #9 to trade with the teladi
Adds a Pirate Base for the SCA in Nopileos’s Fortune III to keep trading illegal wares since I rarely see them rebuild stations when they are destroyed, also added pirate bases in the new "pirate corridor"
Earth now has a wharf/shipyard for TER
Path to Profit and Ianamus Zura now have Wharf/Shipyard combos for MIN and TEL
Buffs starting economic position for empires on a new game with some more spawned modules(Hullparts being the largest)
AI can stack more production modules onto stations, Hullparts being the most extreme at 20 per station, this means LESS Stations but MORE Production (This massively improves performance and best on a new game)
All jobs can use higher end loadouts or lower end(It’s randomized now)
AI should be slightly better at resolving production issues via production scripts
Removes Hullparts from Station Module Construction and moves the cost too Claytronics.
Race specific Trade Wares are available at that races trade station, each race will trade in one unique intermediary good as well to stimulate trade(ie: plasma conductors are available at split stations and silicon wafers are available at Teladi stations), also refined gasses such as graphene were added to the trade station pool
Integrated Station Shuffle, More AI economy ships, Jobs Shuffle, larger stations mod and Remove Player Centric Builders
Production module tweaks, Medical supplies/Hullparts Input/Output doubled and construction cost doubled, production time/output increased for any timer under 5 minutes to match 5 minutes, a few other time increases matched with corresponding output increase
Reworked some station gen in finalizestations md to produce better looking stations with alot of modules(Thank you Deadair)
Doubled Habitat Capacities of TEL/TER due to station gen making extremely ugly stations from the bad Habitats. Doubled material cost on TER/TEL Habitats as consequence as well
All wares have a 20% increased MAX price to help the AI and you find better trade deals
Slightly increased workforce inputs of food/medical
Reduced Mass Traffic (there is still some mass traffic, criminals unaffected, but mass traffic really provides nothing and I’d rather have the extra FPS where I can get it)
Reduced cost of Xenon S miner/trader ships by 30% to ensure they have a healthy economy instead of throwing away ships. Also moved the I production(previously 20 minutes) closer to K production(5 minutes) time wise. H production time also decreased. This is to prevent Xenon falling too far behind from a better economy of the commonwealth.
Black Markets accept more base illegal goods then vanilla, so you can take more per trip.
Crystal Timers gone. What you do with your time making money is up to you and shouldn’t be gated by arbitrary timers.
Better economic thresholds in scripts, such as when a faction detects an economic problem it will construct 10 production modules as opposed to 2 to try and meet the demand. A variety of other tweaks to economic AI scripts.
Anyone with the know how is more then welcome to modify this as they see fit to fit their experience, obviously I will try to reach a balanced state as best I can but I am also only one person and have enough mods to be working on right now. If you want to learn then feel free to open up this file and start fiddling around with things, the Egosoft discord in the modding section is also full of helpful people including myself when I stop in.
I love modding this game, mods will always be free and I will always be trying to push more content but if you want to show some appreciation then consider buying me a coffee to help keep me awake on some of this coding
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