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Just released the first major update:


Changelog (25. July 2019):
- Completely overhauled the file structure, most importantly the trigger. Everything now follows a single on_action event, which allows for greatly improved complexity of the mod, while improving performance at the same time. The followup events are also spread out over 8 days, as to not put the entire pressure on a single day.
- The mod can no longer jump several stages at once. Instead it will stay at one difficulty setting for at least 13 months.
- The mod no longers compares the overall power of the empires like the contact screen, because in some cases this can meander between inferior and overwhelming. Instead it focusses mainly on economic output and scientific achievement.
- Included build speeds in the buffs, to make it easier for the AI to leverage its additional ressources.
- Every empire will have at most one modifier. Previously each empire got one modifier per stage. Special kind of empires that don't ever need a buff (the shroud, the global event country and others) are completely excluded. Therefore reducing the overall number of modifiers and improving performance.
- Allies and Federation buddies of player nation no longer get left out of the buffs. Instead they receive a weaker version of the buffs. Subjects of player nations have been included in this category.
 
Changelog (28. July 2019; Version 2.3.3.C):
- Fixed the any_country bug. There is no random element in increasing or decreasing the difficulties anymore.
- Removed economic power as criteria, because the necessary command simply doesn't work. You can see the new criteria for a worthy opponent above.
- Included a debug mode. This can be activated/deactivated by using the command "event hemo_DyDiff_debug.1" in the console. It will tell you what this mod does to your game, when it does it. It's main purpose is to help me improve this mod, but it also can be used, so you don't have to take my word and can see for yourself how it works.
- added a system to identify the mod version.
- changed the cooldown period. It is now 18 months after a increase and 6 months after a decrease. It used to be 13 months for both.
 
First off, thanks for uploading your mod not only at steam but also at paradox, very much appreciated.

Second, great mod! Although the bonusses for the AI might look a bit insane, the AIs need them to get competitive and... to my surprise they actually become competitive and dangerous. I even loose battles when I get reckless. That's how it should be.

Third, I am amazed how much better the AIs play when they have a fat economy. Apart from a few cosmetic mods, yours is the only one I am using at the moment and it grants me a highly thrilling game, the best Stellaris game I ever had.

Probably not directly related to your mod but perhaps indirectly, I see them evade battles because the odds aren't in their favour just to come back a few weeks later after some additional fleets turned up as reinforcements. I haven't seen that before. Playing on grand admiral, 5x plus your mod.
 
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Thank you. This was my intention. I'm glad that people enjoy it. The bonusses are realy necessary, because if the AI falls behind it does so because it grows slower than the player. Without bonusses in that ballpark you will still leap ahead as a player, just a bit later.
The mod also corrects itself when it overdoes it.

The new fleet behaviour you notice doesn't have anything to do with my mod. The military AI is hard coded. There are some work arounds which you can use to have some influence on it as a modder, but my mod does not include any of them.

Playing on Grand Admiral with 5x crisis and my mod should be quite the challenge. However, I heard of people who combine it with starnet (the genocidal version) on top of that. This would honestly be too much for me.
 
For me there appears an incompatibility (as I've over 200 mods enabled). An empire from nowhere (at a mid-game rebellion) had several 20M stacks! Which breaks of course anything (I can post a screenshot).
 
The new fleet behaviour you notice doesn't have anything to do with my mod. The military AI is hard coded. There are some work arounds which you can use to have some influence on it as a modder, but my mod does not include any of them.

No, I fear I phrased it badly, English isn't my native... I tried to point out that the AI shows a tactical ability I haven't seen in my games before: not always but sometimes the AI-empires avoid battles when the odds aren't in the AI's favour (as far as turning around right after entering a sector) to meet up with incoming other fleets as reinforcements, to turn around again and attack me then (sometimes beating the crap out of my fleets). I am far from complaining, on the contrary, that's great, a true challenge and as normal such a behaviour is for a human player, I know how difficult it is for AIs.
I am aware from the description of your mod that those better AI-combat-abilities aren't directly connected with your mod... but since the AIs were tactically so much worse in my other games (without your mod), I got the idea that it might be connected indirectly. Perhaps the fat economy and superb tech the AIs get thru your mod, enables the AIs to leave their usual catastrophy-mode and to make usage of some programmed tactical combat abilities (I even didn't know paradox had implemented, I always thought the combat programming of paradox dumb like a nut).

Playing on Grand Admiral with 5x crisis and my mod should be quite the challenge. However, I heard of people who combine it with starnet (the genocidal version) on top of that. This would honestly be too much for me.

Well, if unchecked the AI-empires grow to real monsters and are ahead in tech and economy (and forming federations and alliances). I uncheck them via war and making them tributaries but it's not easy. Wether I was a bit megalomaniac to set the crisis to 5x (and the enddate to 150 years after gamestart) I can't say yet... I'll see but even if I loose, whow, what a thrilling, exciting and demanding game (this time).
 
Wether I was a bit megalomaniac to set the crisis to 5x (and the enddate to 150 years after gamestart) I can't say yet... I'll see but even if I loose, whow, what a thrilling, exciting and demanding game (this time).

A little hint: Leave at least one competitor until you dealt with the crisis. If you try to conquer the galaxy before the crisis hits, you'll be garanteeing that my mod will be on the highest difficulty possible. And yes, this will also buff the crisis, however it won't give it more ships, just vastly stronger ones.
 
A little hint: Leave at least one competitor until you dealt with the crisis. If you try to conquer the galaxy before the crisis hits, you'll be garanteeing that my mod will be on the highest difficulty possible. And yes, this will also buff the crisis, however it won't give it more ships, just vastly stronger ones.
i find it hard to actually win the game with this mod. before the crisis hit i couldn't keep up with the other big alliance in the galaxy. their strongest members score kept getting higher and higher. when the Contingency arrived i thought they would even things out a bit and i manouvered my fleets to keep them away from our space but the crisis is just too slow/buggy and isn't taking enough ground. despite me killing many of their fleets when they wander near me or my allies territory, the score isnt enough to boost me and there seems to be a constant 60k score gap between me and the strongest member of this other alliance. basically its a problem with score cause you need the highest score to win the game so i cant kill the contingency or i'll lose