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Stellaris Dev Diary #385 - AI Benchmarks

Hi everyone!

The 4.0.13 update released today with the following changes:

Stellaris 4.0.13 Patch​

Improvements​

  • Behemoth Fury is now available to Wilderness Empires.
  • Improved tooltips for the following civics:
    • Functional Architecture/Constructobot
    • Environmentalist
    • Astro-mining Drones
    • Maintenance Protocols
    • Ascensionists
    • Augmentation Bazaars
    • Brand Loyalty
    • Death Cults
    • Dimensional Worship

Balance​

  • Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders
  • Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies
  • Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists
  • Logistic Drones are now Complex Drones not Menial Drones

Bugfix​

  • Fixed invaded pre-ftls not becoming biotrophies
  • People once more die when they are put in the Lathe
  • Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms)
  • Pops that are being pampered will now be forcibly switched to the correct living standard
  • Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept
  • Corrected a tooltip bug where a planet would display itself as a possible migration target.
  • Fixed capitalisation for resources in trade policies
  • Updated assorted modifiers that still referred to Clerks
  • A Trade deficit now causes Job Efficiency and Empire Size issues
  • Fixed the tooltip for the Polymelic trait
  • Armies now protect 200 pops from raiding, not 2
  • Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with.
  • Blocked the Development focus task Form a Federation for some empires, for example homicidals
  • Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations
  • Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management
  • CyberCreed pops with Ritualistic Implants can now colonise planets
  • Fixed Recycled and Luxurious traits not applying to Roboticists
  • Catalytic Processing Civic now lists correct information regarding job swap
  • Cost for repairing orbital rings when you use bioships is now correctly calculated
  • Gale Speed trait gained from Defeat no longer causes errors
  • Fixed scope for LeaderShipSurvivalReason
  • Fixed scope bug for ruler in leader_election_weight
  • Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip
  • Updated tooltip for Warrior Culture civic
  • Added a pre-list colon to the Feudal Society civic's tooltip
  • The everychanging stone can no longer cause artisans to have negative mineral upkeep
  • Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator
  • The Planetary Supercomputer no longer has an empire cap of 1
  • The Research Institute/Planetary Supercomputer no longer give scientist capacity
  • Added dashes to Traits tooltips and list items
  • Fixed trigger logic for criminal syndicates and federations
  • Fixed Offspring Bioships not being visible in game
  • Fixed Offspring Bioships not being labelled as non-offspring ships in the ship designer
  • The Machine Uprising will no longer spawn 100 machine pops for every 1 missing housing. However the pop-rework seems to have handled 6 million machine pops okay.
  • Stopped removing occupation armies for bombarded and invaded planets on savegame load
  • Repairing ruined buildings in zones is now always possible.

Performance​

  • Flattened pop job modifier node into planet one
  • Made clearing modifiers a fire and forget job

Stability​

  • Fixed a possible OOS when a player leaves the game.
  • Fix CTD when generating a Cosmic Storm mesh.
  • Fixed a random freeze when loading save with stations containing multiple defence platforms.

We expect the 4.0.14 release will be next week (probably on Tuesday), and is expected to include some fixes to a few infinite loops and some select balance changes (like splitting up Enforcers and Telepaths again). It will be a short work week here in Sweden, so it’s likely to be the only update of the week.

As I mentioned last week, with multiplayer stability largely handled, AI is one of our next focuses. Today I want to talk about AI benchmarks, and have a discussion with you about how we should measure “success”.

What Makes a Good AI?​

The AI in Stellaris has always been designed as very reactive, and AI personality has a massive impact on their behavior. Our goal is for our AI empires to feel like actors in the galactic play - acting in a manner consistent with their Origins, Authorities, Civics, and Ethics rather than always picking the “meta” play.

They do still need to put up a bit of a challenge though, especially at higher difficulties.

The first economic goal we make for our AI is “please don’t collapse in an economic death spiral”, and it’s actually far better at that in 4.0 than it was in 3.x. The current AI does NOT meet the second “provide an adequate challenge” goal though.

One of the fundamental tools we have for our AIs are resource targets in their economic plans. They’ll strive to reach those targets, and many of these are set as “scaling” - if they meet the target, they’ll raise the target the next month. This attempts to ensure that they’ll keep thirsting for ever larger research and alloy numbers (or food if they use bioships!) as is appropriate. This is one of the tools we also use to make them exhibit their ethics - Materialists scale their Research targets faster than other empires, so they’ll inherently be more likely to build more Research specializations, while Spiritualists are more likely to have a lot of Unity specializations.

Ironically, improving AI tends to consume any benefits we carved out through performance improvements. The stronger the AI, the more stuff they have - fleets, colonies, and so on.

Benchmarking​

One way to decide whether or not the AI is performing up to expectations is through benchmarking - what kind of fleet power, alloy generation, and research generation should they have by 2230, 2250, 2300, and so on? Around what year should they hit 10k fleet power?

Then there come questions around whether the benchmarks should differ based on personality type. Should it be different if they’re Democratic Crusaders vs. Peaceful Traders? Or does differentiating them there make the friendlier empires too weak?

I’ve got my own set of benchmarks that come from running 3.14 and from the multiplayer community, and in general, I’m okay with Grand Admiral being significantly harder than it was in 3.14. but I’m interested to hear what you all strive for.

How much research and alloy production do you try to have 10 years, 30 years, 100 years, and when the end-game crisis comes calling? (Include your preferred difficulty settings and galaxy sizes as well if you could, as well as if you change any other important settings like tech costs.)

What’s Next?​

We’re going to continue with 4.0 post release support.

Since the next two weeks are both short weeks in Sweden, our next Stellaris Dev Diary will be June 12th. (You’ll be hearing from me in patch notes in the meantime though.)
 
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Sorry, Eladrin, but the situation is that you:

- Radically altered the pop system, adding highly debatable gamey solutions ("Civilians") and, comically, adding "children" and putting them in another category outright ("presapient")!
- The "performance improvements" you talk about actually have been proven by more than one community member (video at hand) be performance worsening.

...and now do you want to put hand at the AI? ...for what? To ... Stellaris for good?

Why not focus on fixing the hot mess you have left by releasing an half-baked 4.0 patch full of bugs (even if Beta testers were complaining about it being full of issues) first instead?

P.S.: I can't help noticing that with this other "daily patch" idea seems like a lot of modders of historical mods seem to be putting things on hold and developing "modding fatigue" because each patch means having to check and update their mods and, unlike you, they aren't paid for it.
 
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Honestly the thing I was looking forward to the most was 4.0 improving the performance of the game. You released it and not only is it barely playable but the performance has reduced since 3.14 and now you're suggesting that it's only going to get worse from this point.

You are confirming my suspicion. Actually I can't help feeling that even the loading times are ludicrous for a game that is 9 years old and occupied 1/10th of the disk space of Baldur's Gate 3...but, inexplicably, on my pc (which was bought last summer and is quite powerful) run BG3 smoothly, but takes ages to load Stellaris...and on top I have seen the videos of people comparing 3.14 with 4.0 side by side and proving even visually that there is no fucking "performance improvement"...there is just Eladrin messing with existing game mechanics to "look majestic" while making a hot mess of it with half-baked and ill-conceived solutions!
 
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You are confirming my suspicion. Actually I can't help feeling that even the loading times are ludicrous for a game that is 9 years old and occupied 1/10th of the disk space of Baldur's Gate 3...but, inexplicably, on my pc (which was bought last summer and is quite powerful) run BG3 smoothly, but takes ages to load Stellaris...and on top I have seen the videos of people comparing 3.14 with 4.0 side by side and proving even visually that there is no fucking "performance improvement"...there is just Eladrin messing with existing game mechanics to "look majestic" while making a hot mess of it with half-baked and ill-conceived solutions!
The performance is undeniably cooked right now, the lag starts earlier and hits harder. In my opinion fixing that and getting some of the core game back to functioning (slaves, gestalts, etc.) Really needs to be the number 1 priority, balance can wait. Especially now that the stability issues have mostly been addressed. At a bare minimum performance needs to be back to what it was in 3.14.
 
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Really needs to be the number 1 priority, balance can wait. Especially now that the stability issues have mostly been addressed. At a bare minimum performance needs to be back to what it was in 3.14.

Definitely. And, possibly, even ensure that the new mechanics are more understandable:

I have just tried to play a Wilderness origin with Bodysnatchers and Familiar Face civics...and I had this IMPOSTER secondary species which I COULDN'T TELL where was COMING FROM! It has no specific trait (unlike Proles), no reference to that name anywhere, etc...!

Moreover when one tries to re-settle the species it is extremely confusing...one can't tell visually what make the different pop groups different and so which would be better to resettle...

Moreover, frankly...the children being made into "presapients" feel shoddy...if they aren't able to work, shouldn't they be Civilians?

Frankly there is a long way to go before thinking about putting one's hand to other game mechanics...solving the problems created and clarifying the changes should be prioritized.
 
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Personally I've never really enjoyed cranking up the difficulty because it gives the AI huge bonuses in many areas, I just want them to not all be "pathetic" 100 years in while I amble through a roleplay empire which is in no way min-maxed or exploiting anything. I would not mind if the AI just cheated a bit or had some catchup mechanics without also giving huge combat bonuses to space monsters etc.

On a few related notes, please add a bonus (perhaps Influence) when one of your rivals becomes so much weaker than you that they are no longer valid - as this punishes you for eclipsing them by losing the rival influence (and possibly faction approval - which should maybe get another happiness bonus when this happens for a while) when there may be no other valid rivals around. This was something I suggested be added to EU4 and it was a great improvement there.

Also, higher difficulties are even more annoying in this new system as the stability bonus means migration treaties become very one-sided. Please also read this thread for a few other migration treaty issues: https://forum.paradoxplaza.com/foru...ic-and-migration-treaties-themselves.1746123/
 
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As for the numbers I may be able to provide some for the 100 year mark. Linked is a old spread sheet I used to keep with empire stats at year 100. My friends and I would all contribute and use it to improve our game play. I hadn't updated it in years, since overlord, but I figure it might be useful now. I did add the game I was playing, year 94, for a modern reference. I stopped that game because I broke unity somehow. My faction unity was 2mil. Hopefully this is of some help, or maybe its just a look at power creep since federation.
 

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  • Stellaris 100 yrs project.xlsx
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Making this a separate post since it might get a lot of disagrees, but another idea is just... Stop making the AI play the planet management game. It's never been particularly good at it, it takes up CPU time, and all the higher difficulties rely on giving them huge magical bonus outputs anyway. So just embrace that and make it so AI empires just generate magical resources from nowhere based on their number of planets, pops, and tech levels at a rate gated by the difficulty level and possibly adjusted by personality. Their planets can just have buildings appear based on planet designation (planets would just be designated based on a rough balance of types per empire adjusted by resource districts), but this would just be a facade for when a player inspects their planets or conquers them, the AI's resource generation would just appear.

Or do a half-version, where AIs still build their planets as they currently do, maybe with a bit of streamlining to save on CPU use, and put a bit of work into making planet designations more sensible. Then, if their planets are producing less than certain thresholds for their designation type (e.g. minerals for a mining world) just top up their production by an amount based on difficulty. Their capitals would produce all resources. This is a bit different from just giving job output bonuses, because they would not actually need to build the right jobs to get the resource topups.

Also detach space monsters/guardian difficulty from AI empire difficulty.
 
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I think that the AI needs templates for each type of world, so that they just need to check to determine what to make the world and then when to build what, rather than trying to actually check for specific buildings
 
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Why simulate the economy of AI players. No really. Why?
Because turning the AI economy into a black box that prints out numbers makes weird things happen if – for example – you conquer a planet, then lose it, then conquer it again.
 
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Thank you for that honest update concerning the AI of the game. However some statements really bother me.

1. The fact that you know that the AI is no challenge in the moment and was better in 3.14 draws me to the conclusion that it was never in focus during the development of the dlc . If this is so I am a little puzzled about your priorities since stellaris is mostly played in SP…

2. taken the fact that the AI was better in 3.14 and my system performance in 4.0.X is actually worse and taking your statement that an improvement of the AI in 4.0.X would lead to performance losses again draws me to the conclusion that the new pop system has only a minor impact on the game performance . Worst case would be that the performance improvements you saw in your tests simply came from the fact that the AI cannot manage the new system …

3. asking the community how many ressources an empire should have at a certain time on a certain difficulty draws me to the conclusion that your internal QA mostly relies on console commands to trigger certain gameplay situations and not on actual playing a full game. And I am sorry to say it: you asking us how to best fix the AI sounds a little desperate. I am not a game developer…

Do not get me wrong I love you guys for a game I always enjoyed . But this time I feel more than ever like a beta tester and I fear that we run in a cities skylines 2 or prison architect 2 situation here . A project to big to really fix in a reasonable time…
THANK YOU !!
 
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AND WHEN WILL THE AI VASALIZATION BE FIXED THAT WAS LEFT IN OVERLORD?

The changes for federations will make it less likely that AI will give itself to an ally as a vasal, but it does not fix the problem, it only masks it.

As for federations, the tradition of diplomacy needs reinforcements... because federation cohesion is almost always at +5 +10 and it almost never happens that a federation weakens. What if the requirements of a federation gained from technology were super excessive, like, WE KNOW EACH OTHER WITH AN ALLY SO WELL AND LONG THAT WE ARE LIKE SIBLINGS, when from diplomacy it could be, WELL I HAVE COOL RELATIONS AND WE DON'T LIKE THE SAME EMPIRE SO LET'S JOIN FORCES.

and maybe instead of +100% Federation Naval Capacity Contribution, give +25 and 50 for military federation fleet limit? like cap for federation fleet is so easy to do so, perk we have now is kinda bad rly bad.

of course it would be worth limiting it so that only non-vasals add cap from this tradition and in hegemonies vassal give only 5-10 of the limit.

and the whole thing could also be stopped at +200/300 from tradition because in addition to that there are leaders and their one perk giving +50 so without limit in multi large federation could have a fleet the size of all other fleets on the map.

As for vassalization, AI seriously needs to start counting how many shipyards it has, the supply of resources, production and construction speed, and what the external threat is, you can only become a vassal after a war, so if the only enemy in the area makes a truce with you, you shouldn't worry about your safety for those few years...

in general, I think it would be best if the changes were not only in AI's behavior but in the entire diplomatic power from the fleet. For example, the diplomatic power from the fleet should scale exponentially to a certain point that could be determined by using the size of the empire, your fleet limit, and a constant, unchanging component. so that the player cannot create a small empire that has all the bonuses to the size of the fleet and has more diplomatic power only from the fleet than the rest of the galaxy... so that something like this doesn't happen... exactly like what happens now in every other single or multi game.

after reaching a certain number on the scale, more fleets should again exponentially provide less and less diplomacy,

because let's be honest, yes such a super empire will wipe out any attack here and now, but such an empire spends a sick amount of resources on upkeep. and in a longer conflict, especially when we are talking about AI, such an empire is rarely able to maintain the pace of repairs and ship building, and if it does not devote a few planets only to an additional resource limit, it will probably quickly lose the ability to replenish the fleet at a rate exceeding the losses...

and balasn, currently the galactic community is in a better position because you have to try to get favors, whether it is envoys improving relations with diplomacy or an appropriate ambassador, or espionage or politics, but the strength of the fleet turns everything upside down like that... even fleets such as temporarily limited interdimensional fleets or mercenaries... where both things should have a maximum of 25% of the influence of a normal fleet... but on the other hand, fleets from a relic that makes the spiritual empire provide us with status or from cosmogenesis could already count more.

but in the end I do not want diplomacy from weapons to be completely killed.

I want the game to also look at other military aspects. so we need to limit diplomacy from the fleet itself so as not to completely kill diplomacy from other sources.

military diplomacy should be given for how many shipyards you have, how fast you can build ships, how much supplies and production you have for those ships, the level of military technology but only that used in ship templates, small amounts from the army you have and both offensive and defensive.

and yes I know the whole thing overlaps with the power of economy and technology, but the military aspects of the game do not draw directly from both when technology and economy draw from each other more directly... you have a better economy you can research more, you have better technology you probably produce more thanks to the bonus from technology... but in the case of military cannons everything scales so directly only in the case of an active fleet... so if we take into account the construction possibilities of shipyards we also have to take into account the possibilities of economy and technology otherwise the bonus from the shipyard will be too weak or it will be too strong and you will be able to have many shipyards that are not able to do anything because you lack resources but still give a great diplomatic bonus...

and how does this relate to vassalization? simple, if losing the entire fleet does not destroy the entire diplomatic power from the military. then AI will less often allow itself to be vassalized by someone who has a similar level of power but a full fleet.

alos for fast fix meyby prevent vasalization for like 2 years after war so ai have tiem to rebuild.


( that post heavly use google translation so some parts may go wrong, i tried to find all weird errors but probady miss a lot becuse my English is alos not very good )
 
Because turning the AI economy into a black box that prints out numbers makes weird things happen if – for example – you conquer a planet, then lose it, then conquer it again.
well i cann add one more reason ... it alos kill expansion in mid and late game... stellaris... just Nexsus .. now is not stellaris nexsus but nexus x5... so in that game ai print number and gusse what, taking over palces ai have dont make them weak and you often get world that is worth almost nothing and you probady spend some time and fleet power for that... in stellaris it would dont go that hard becuse you can replace arledy buldied stuff and you not limited to 150 moves but still...
 
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Gonna echo the call for essentially “template” designs, prepackaged for the AI to use, both in planets and in ship design. You’re never gonna get the AI to effectively optimize, especially now that you’ve added so many new tools for hyper-specialization in 4.0. So give them a solid set of effective generalist designs to use, possibly making an exception for a well-specialized forge template.

Beyond that, it’s always been my experience that the AI massively overprioritizes basic and strategic resources, yet practically ignores alloy production at every stage of the game. This should be an obvious problem.

And for a final note: if you want the AI to have some sense of “personality,” have them express it by pursuing an ascension path as aggressively as the player does, and let their “culture” come through in that choice.
 
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How much research and alloy production do you try to have 10 years, 30 years, 100 years, and when the end-game crisis comes calling? (Include your preferred difficulty settings and galaxy sizes as well if you could, as well as if you change any other important settings like tech costs.)
My ideal game plan in Biogenesis:
10 years in - I'm worried about unity/research, but I can crank out 20 Juvenile Maulers to deal with space fauna if I need to. Grand Admiral AIs seem to have a good 60 corvettes around this time, so if I encounter one and piss them off by vivisecting them, I put gun batteries and a crew quarters on my starbase bordering them and station my 20 Juvenile Maulers there, along with a few point defense defense platforms. At this point I can hold off an attack from one empire, but it's appropriately challenging.

30 years in - I've taken Galactic Force Projection and birthed a fleet of 100 Mature Maulers with cloaking devices and tier 2 components, which will depart with 30 cloaked troop transports to launch a surprise attack on my neighbor's homeworld. The Grand Admiral AI is always completely steamrolled by this move and puts up no resistance. I just do it as a stylish execution, I don't really need to cloak or anything.

100 years in - I take Galactic Contender and attack a Fallen Empire. This is a fun fight, although predictable since I'm under no pressure and can choose when to attack. But they have strong fleets and I get to use my genetically tailored battle thrall Gene Warriors to conquer their heavily fortified planets. For some reason, Grand Admiral AIs have trashy fleets of corvettes and destroyers still, so this is pretty much the end of the game and I can clean them all up with just a fleet of Harbingers.

I don't really pay attention to the resources I produce, but I think I have around +200 unity and +400 science at year 30, and a stockpile of food/alloys to build ~100 Maulers.
 
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The AI at least knows how to build Zones, but with the high base cost and the AI's seeming inability to replace them, they become very restrictive for future planning. Planets will end up with ANY zone, usually science or unity, but then the AI won't build any industry during a consumer goods deficit because it doesn't remove its existing Zones.
One of the issues here is that the AI builds according to the job (un-)availability on the current planet. This means that if it faces a global CG shortfall, it won't build more until the CG-producing planet has unemployment. And it won't change an urban specialization because this will cause a shortfall of whatever that was currently producing. This is probably leading to some jankiness, because research worlds will never properly specialize...in order to get them producing enough CGs to meet upkeep requirements, they'd need a research spec and a CG spec, but then they're not optimizing for the planet designations.

Other issues with AI stemming from the production-targeting approach are that these all scale proportionally. Once you have a small buffer, you want to run a minimum of food, energy, and CGs - good players will not overproduce all of these, so the AI is always wasting Pops/production/minerals.

One approach is to scrap the internal production goal metric, and instead calculate an internal "price" of each resource within the empire, based off production efficiency and personality. For example, if you're twice as productive at making minerals than energy, the price of energy (denominated in minerals) will be higher and the value (hence build weights) of energy districts and energy techs should be higher. You could use simple, well-known functions in economics, such as the Cobb-Douglas production function, to set all the relative prices. As the AI gets new techs and expands production, the exchange rate of each item would change, causing it to "want" to build the next most-valuable thing. One advantage of this approach is that the AI becomes more capable of evaluating opportunity costs (i.e., if I need to free up a district, which existing district is the least bad to lose?) because the "price" of the switch becomes the loss of production (which would in turn raise the price of the thing getting replaced).

I also suspect that the AI's approach needs to be reframed from looking at the state of development of a single colony, to the state of the empire as a whole. Instead of looking at the number of unemployed on the planet before building, look to the number of unemployed across the empire relative to the number of open jobs across the empire, and assume that any excess Pops will (eventually) migrate to fill jobs built anywhere. If food is needed, find the best place to make food and make farms there, taking for granted that migration will take care of things eventually (NB: you'd want to have some checks related to timing, such that they don't build out more capacity than they can reasonably emigrate to...if they already have 400 open jobs and only 2 planets sending Pops, it's better to develop the planets with excess pops). Along with the "internal price" approach, the AI could regard its output as its potential output, if all of its jobs were occupied, so that it would be better able to simulate projecting itself into the future rather than only looking at its exact current state.

The AI's thirst for vassalage is wild.
The part that gets me is that their diplo requests are always presented as threats. Like bro, we have 50 trust and excellent relations, you're not gonna declare war for this.
 
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Can't you gather the data directly from the game app? Wouldn't it provide a much better sample than asking people on the forum?
Telemetry can give us information on how well or badly people do, but can't tell us what you want or expect. This is intended to be another data point as I start trying to make it match those expectations.

Multiplayer stability is still atrocious.
Yeah, that line aged like milk.

We've got a major OOS fixed in the stellaris_test branch - it and another will be going live in 4.0.14. When I was writing the dev diary I thought they would make it into .13 and didn't remember I wrote that.

The programmers are still focusing on stability, followed by performance. Designers are working on bugfixing, AI, and starting with next week's patch, balance.

Think the last time Eladrin mentioned it, he said xenophile was the most played.

Maybe he’ll see this message and grace us with some more factoids.

It's steadily militarist these days. The UNE still skews the data heavily, but militarists still end up on top.

TLDR; specializing planets is more important in this update than ever before, and the AI is completely failing at that.

One of the things we've been considering is having them use the same planetary automation systems available to the players, but that has some of its own drawbacks.

In my current internal branch, they're better at building Urban Districts out and double specializing in similar things. Using the buildings more effectively is my next desire.

I feel like we might wanna fix the lag problem before making the AI stronger.

That line was supposed to be a "I have to be really careful with what I do here" not a "I'm going to tank performance while working on this".

The AI must provide a sufficient challenge to be interesting. (Speaking of which, I see a lot of players using mid game scaling - until we get it in a better state, you may want scaling to be off.)
 
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The performance is undeniably cooked right now, the lag starts earlier and hits harder. In my opinion fixing that and getting some of the core game back to functioning (slaves, gestalts, etc.) Really needs to be the number 1 priority, balance can wait. Especially now that the stability issues have mostly been addressed. At a bare minimum performance needs to be back to what it was in 3.14.

Different people on the team have different skill sets, and we are continuing to prioritize performance and stability as number one and two.

The AI has been one of the biggest complaints after they, which is why resources that cannot effectively contribute to those (like me, for instance) can be freed to work on it.

Balance has not been a huge target for us since there have been more pressing concerns, but we're doing a balance patch next week to cover some of the most critical issues, like telepaths.
 
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Please just get rid of this cheating difficulty settings. There have been mods showing you can let the Ai play optimal or near optimal. Please try to archieve this and than maybe nerv it and/or use Ai personas if there have to be difficulty settings. The game is meaningless if the AI is no challenge. I agree with the other posters that AI should be really top priority instead of multiplayer. Also please take balance more serious, its horrible that there are still so many bad/useless civics etc... at least try to bring them all to a similar level. I know its not possible, but I would really like if instead of adding system upon system, making the game even more complex and therefor unbalanced,bugged and the AI not working, you would take maybe a year to fix and balance all systems already present. The game is not in a state for even more content,systems.
Oh no, I absolutely want to let the AI cheat against me. Maybe it should be good enough that I don't need it to, but I should also be able to let the AI cheat hard
 
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Also, I have a request aside from making the AI qualitatively better, but still related to the AI: More AI personality types. We've mostly had the same ones for years with few if any additions and it's jarring when the Shared Burdens space commies come in with the existing Democratic Crusaders personality and reading a very Bush/Obama era America themed script to you when you communicate with them.
 
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