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AI Game Performance Optimisation 4.5

Положительные голоса96%1 088 голосов игроков
Подписчики37,8 тыс.37 791 в Steam Workshop
Размер файла3,91 МБЗагрузка через Steam
Обновление автора27 сент. 2026 г.Дата обновления материала

Изображение 1 из 9. Материалы автора из Steam Workshop.

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О материале

«AI Game Performance Optimisation 4.5» — материал мастерской Stellaris. Моды Stellaris: события, корабли, виды и интерфейс. Совместимость с патчем проверяйте у автора. Для установки откройте оригинал в Steam Workshop, проверьте требования автора и подпишитесь. Совместимость с версией игры редакцией не проверена.

Описание автора

This is a performance mod that mostly prevents the AI from causing the game to lag due to some of its actions, among 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.

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What the mod does to effectively boost performance:

  • Disable AI Hyper Relays: Stops the AI from constructing Hyper Relays as they degrade performance especially with their required amount (optional).

  • Restrict AI Gateways: Stops the AI from constructing Gateways more than twice every 100 years to prevent the AI from building them too quickly, unnecessarily (optional and configurable).

  • Disable AI Deep Space Citadels: stops the AI from building multiple Deep Space Citadels in every system as that can make navigating fleets in galaxy view annoying and blocking (optional).

  • Restrict Modifier Updating: Reduces the burden of updating modifiers by decreasing their update frequency to once per month (optional).

  • Disable AI Xeno-Compatibility: Stops the AI from getting Xeno-Compatibility ascension perk to prevent unnecessary hybrid species (optional).

  • Disable AI Omnicodex Relic: Stops the AI from getting the Omnicodex Relic to prevent unnecessary hybrid species (optional and configurable).

  • Restrict AI Ringworlds: Stops the AI from constructing ringworlds by introducing a limit of 3 ringworlds per AI (optional and configurable).

  • Restrict AI Habitats: Stops the AI from constructing habitats by introducing a limit of 7 habitats per AI (optional and configurable).

  • Restrict AI Sub-species: It limits the AI from creating large number of sub-species, limiting it to 2.

  • Improve AI unemployment: Fills AI job vacancies faster and reduces unemployment by resettling the unemployed pops to planets with open jobs to prevent increased checking (optional).

  • Restrict AI Corvettes/Frigates: Stops the AI from building corvettes, frigates, destroyers, and cruiser by putting a cap on corvettes and frigates to 60, destroyers to 30, and cruisers to 15 per fleet. Once the AI reaches the cap(s), a corvette is replaced with a frigate, and 2 frigates are replaced with a destroyer, and 2 destroyers are replaced with a cruiser, and 2 cruisers are replaced with a battleship. This should make AI fleets less corvette heavy and stronger (the 2 for 1 trade-off works out economically). This also allies to bio-ships and only occurs when possible e.g., when the AI has destroyer technology and cruiser technology for balance reasons (optional and configurable).

  • Prevent AI micro-marketing: Prevents the AI from continuously market micro selling and buying small amounts when resource capacity is full.

  • Coming soon: Perchance (optional).

  • Restrict AI Science/Construction Ships: Stops the AI from building science and construction ships by putting a cap of 6 (by default). Once the AI reaches the cap(s), it will not be able to build anymore which will reduce fleet pathing related performance hits if the ships are excessively built (optional and configurable).

  • Improve AI fleet count: Prevents the AI from having multiple partly filled fleets and merges them when possible while not at war. This should also provide a relatively good performance boost (optional).

  • Enable some AI opt on players: As a preference, you can enable some of the AI optimisations to be also applied on players for potential balance and further performance gains. These currently include (if not disabled); just 'Restrict AI Eternal Vigilance' (optional).

Most of the features listed above can be disabled or configured at game start if desired or through an edict during a game; using a custom UI for better accessibility.

Further tuning that can be done manually if needed:

  • Lower habitable planets.
  • Lower guaranteed planets.
  • Disable Logistics Ship Cost (Can give more performance potentially but it's an unreliable option at the moment).

Latest update:

  • Updated to 4.5.
  • The UI has been updated so that enabled optimisations are now indicated with orange (similar other Stellaris indications) instead of greying out.
  • The UI now also has an extra button for information next to each optimisation that describes what it does (effectively moved from settings).
  • The optimisation "Restrict Modifier Updating" will now make modifiers update once a month instead of 3 times a month.
  • The optimisation "Enable some AI opt on players" now only has the "Disable AI Hyper Relays" available for players.
  • The optimisation "Restrict AI Eternal Vigilance" has been removed completely and will be replaced with a new one in the next update.
  • General bug fixes.

Future development:

  • If you think there is a problem with the AI that slows the game, don't hesitate to comment it below, pop it in the discussion, or let me know it the discord!

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.

Supported Languages:

  • English
  • Brazilian Portuguese (machine translated).
  • French (machine translated, but an alternate translation also available here French Traduction).
  • German (machine translated).
  • Japanese (machine translated).
  • Korean (machine translated; translation by SaberLove outdated).
  • Polish (machine translated; translation by Ereno outdated.
  • Russian (machine translated; translation by unknown outdated).
  • Simplified Chinese (machine translated).
  • Spanish (machine translated).

Compatibility:

  • Not achievement compatible.
  • Mostly game save compatible, but some optimisations work best from game start. Either way, you shouldn't have any problems, and you can access the menu though the edit.
  • Likely to be fully compatible, however, the mod should be prioritised over gigastructures for the Hyper Relays limit to work. Therefore, it should be placed last in the load order (at the bottom).

Mods that edit Hyper Relays economic category or the mentioned ascension perk will conflict those options. Mod should be placed at the very end (at the bottom). When 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.

Other mods: Ultimate Automation Irregular Series: Irregular Civics Cleanse & Rebirth

(https://steamcommunity.com/sharedfiles/filedetails/?id=3569706300)

Communitation and support: The discord to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making 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!).

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Donated This Month: £5

Оригинал в Steam Workshop

Как установить и запустить

Откройте оригинальную страницу в Steam Workshop, проверьте версию игры, зависимости и порядок загрузки в описании автора. Нажмите «Подписаться» и дождитесь загрузки Steam. Включите материал в меню модификаций или контента игры, если это требуется. Совместимость и запуск редакцией не проверены.

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