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Noticed another small typo.
Aspiring Precursors Neutral/Wary greeting: "The galaxy [is] filled with children waiting to grow and mature."
[is] is missing.

Also, a feature request: vanilla has a few variations for greetings to the same species, but these new personalities have none. It always seems a little odd to see someone insult or patronize essentially themselves.
 
Noticed another small typo.
Aspiring Precursors Neutral/Wary greeting: "The galaxy [is] filled with children waiting to grow and mature."
[is] is missing.

Also, a feature request: vanilla has a few variations for greetings to the same species, but these new personalities have none. It always seems a little odd to see someone insult or patronize essentially themselves.

Thanks for the heads up.

Hmm. That's a good point, I never really considered that. Probably won't be in for the next update but I'll see if I can comb through my existing personalities and work it in for the next-next update. Do you have any suggestions to start off with for personalities that might make more use of it?
 
Well I first noticed it with the AP greeting 3 but I'll do you one better and list all the ones that use species as a comparison or contrast to themselves, so should not be used for the same species:

pc_hostile_greeting_01 / pc_friendly_greeting_01 / pc_war_greeting_02
omw_friendly_greeting_02
sb_hostile_greeting_01 / sb_hostile_greeting_02
as_hostile_greeting_02
ph_friendly_greeting_03 / ph_generic_greeting_10 / ph_generic_greeting_13
tp_hostile_greeting_03
eb_hostile_greeting_01 / eb_friendly_greeting_02
cn_war_greeting_01
st_war_greeting_02
sp_hostile_greeting_03
ec_hostile_greeting_02 / ec_war_greeting_01 / ec_war_greeting_03 / ec_dow_propose_01
wm_domineering_greeting_01 / wm_war_greeting_01
ap_friendly_greeting_03

There is one other that might be able to be kept: ph_domineering_greeting_01 (maybe -- cannibalism implied)

For most of these there are alternatives so just a check if the same species is not used should be enough, except for ec_dow_propose_01 / wm_domineering_greeting_01 / ph_domineering_greeting_01 which are unique to the personality. For those perhaps a second one only for the same species or a rewrite so not species, but [From.GetName] is used.
 
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Just as a heads up to everyone I'm going to try to push a new update this weekend. It'll be called "Michael Scott" and will add in several new personalities inspired by the white collar office environment. I've had a lot of input from some that I have too many warlike personalities in the game, so I intend with this update to have three "peaceful" new personalities (remember that peaceful =/= wimp, of course), and only one violent one. Here's the current changelog:

v1.1.2 “Michael Scott” Changelog
  • Added four new personalities based on your boring soul-crushing white collar office jobs:
    • Experts in Xenocide
    • Insidious Opportunists
    • Lazy Managers
    • Naive Appeasers
  • Added in several new lines of diplotext for Efficient Bureaucrats
  • Added in new DOW diplotext for Psychotic Hordes
  • Fixed more typos as always

The Experts in Xenocide are quickly becoming my favorite AI personality. If you thought the Psychotic Hordes were, well, psychotic, these guys are just as bad. Code-wise they're about the same level as Fanatical Purifiers, if I remember correctly, but they have such a... cheerful attitude to Xenocide it kinda creeps me out. Obviously, given their rather interesting and unique philosophy, they'll be a very rare personality.

Wq7j7II.jpg


0DTv9rk.jpg


RlJiOsG.jpg




Well I first noticed it with the AP greeting 3 but I'll do you one better and list all the ones that use species as a comparison or contrast to themselves, so should not be used for the same species:

pc_hostile_greeting_01 / pc_friendly_greeting_01 / pc_war_greeting_02
omw_friendly_greeting_02
sb_hostile_greeting_01 / sb_hostile_greeting_02
as_hostile_greeting_02
ph_friendly_greeting_03 / ph_generic_greeting_10 / ph_generic_greeting_13
tp_hostile_greeting_03
eb_hostile_greeting_01 / eb_friendly_greeting_02
cn_war_greeting_01
st_war_greeting_02
sp_hostile_greeting_03
ec_hostile_greeting_02 / ec_war_greeting_01 / ec_war_greeting_03 / ec_dow_propose_01
wm_domineering_greeting_01 / wm_war_greeting_01
ap_friendly_greeting_03

There is one other that might be able to be kept: ph_domineering_greeting_01 (maybe -- cannibalism implied)

For most of these there are alternatives so just a check if the same species is not used should be enough, except for ec_dow_propose_01 / wm_domineering_greeting_01 / ph_domineering_greeting_01 which are unique to the personality. For those perhaps a second one only for the same species or a rewrite so not species, but [From.GetName] is used.

Sorry for the late reply, but thanks for ideas, you definitely did me one better! Won't get to that for the update I have in store for this weekend, but I'll get to them afterwards.
 
VERSION 1.1.2 "MICHAEL SCOTT" is up, download on steam here!


It's been almost a month, but a new themed update is out. The "Michael Scott" update adds in four new personalities revolving around your soul-crushing white collar jobs. As stated earlier, I've gotten some input from users that my mod currently is imbalanced when it comes to aggressive vs. friendly personalities, with more of the former than the latter showing up in games. Starting with this update, I'm trying to rectify that by adding more peaceful personalities. Three of the four added in this mod - Insidious Opportunists, Lazy Managers, and Naive Appeasers - will generally be on the friendlier side of things. The one aggressive personality, Experts in Xenocide (think Psychotic Hordes or Fanatical Purifiers if they were buzzword-spouting corporate drones), is somewhat rare, though it is probably my most favorite personality so far.

As always, a manual download is provided in the first post.

Changelog:

  • Updated to vanilla version 1.2.3
  • Added four new personalities inspired by your boring soul-crushing white collar office jobs: Experts in Xenocide, Insidious Opportunists, Lazy Managers, Naive Appeasers
  • ]Added in several new lines of diplotext for Efficient Bureaucrats
  • Added in new DOW diplotext for Psychotic Hordes
  • Fixed more typos as always

Screenshots:

Naive Appeasers

OM3KyPv.jpg


Experts in Xenocide!

UvAKvrJ.jpg
 
I absolutely love this mod.

I'm starting to notice, however, that there are some serious problems with how many of each personality are generated in a give game - some personalities are much more common than they should be, and others are much rarer. I wasn't satisified with a vague hunch, so I decided to get some stronger evidence - I created 10 39-AI games in a row, each time with a randomly generated player empire, for a theoretical 400 total AI empires once I entered observer mode. I seem to have missed about twelve or so of them, but it's still an impressive collection of data.

Based on it, I made this spreadsheet, which shows the distribution of various AI personalities and some other relevant statistics within a margin of error of about 0.25% (in particular, under "Chance of Selection", figures of 0% should be read as "less than 0.25%" and figures of 100% should be read as "greater than 99.75%"). Personally, I'd consider the following to be serious problems:
  • Any "Expected Number in a 39-AI Game" equal to or greater than 2 - this means that the player can expect to see multiple AIs with this personality in every game, which doesn't do much for a feeling of diversity.
  • Any "Chance of Seeing at Least 1 in 10 39-AI Games" that's significantly less than 90-100%. This is pretty much as close as it gets to "You will never see this AI personality. Ever."
I've also noticed that the most overrepresented AI personalities tend to be the ones you've worked on relatively recently, which makes me wonder if this is the balance still needing work, or if you possibly jacked up the frequency of these personalities to make debugging easier and then forgot to bring it back down again afterward.
 
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I absolutely love this mod.

I'm starting to notice, however, that there are some serious problems with how many of each personality are generated in a give game - some personalities are much more common than they should be, and others are much rarer. I wasn't satisified with a vague hunch, so I decided to get some stronger evidence - I created 10 39-AI games in a row, each time with a randomly generated player empire, for a theoretical 400 total AI empires once I entered observer mode. I seem to have missed about twelve or so of them, but it's still an impressive collection of data.

Based on it, I made this spreadsheet, which shows the distribution of various AI personalities and some other relevant statistics within a margin of error of about 0.25% (in particular, under "Chance of Selection", figures of 0% should be read as "less than 0.25%" and figures of 100% should be read as "greater than 99.75%"). Personally, I'd consider the following to be serious problems:
  • Any "Expected Number in a 39-AI Game" equal to or greater than 2 - this means that the player can expect to see multiple AIs with this personality in every game, which doesn't do much for a feeling of diversity.
  • Any "Chance of Seeing at Least 1 in 10 39-AI Games" that's significantly less than 90-100%. This is pretty much as close as it gets to "You will never see this AI personality. Ever."
I've also noticed that the most overrepresented AI personalities tend to be the ones you've worked on relatively recently, which makes me wonder if this is the balance still needing work, or if you possibly jacked up the frequency of these personalities to make debugging easier and then forgot to bring it back down again afterward.

Thanks so much for compiling some statistics! My internal tests have basically just been running a couple of games to make sure the personality appears then calling it a day, never occurred to me to compile the data on this scale, but it's probably a good idea. The balance overall still needs work and will probably always be a WIP given that there's so many variables in play. Usually when I'm doing testing/debugging I just jack up the frequencies of the newly added personalities to something ridiculous like 5000 but tune it down afterwards before release obviously, so it might just be coincidence overrepresented ones also tended to be recent ones as well.

A few surprises in the stats but most of them do align with what I've seen in test games so far, though some of the balancing is worse than I thought, so that's something I'll have to figure out how to tweak for next time.

So again thanks, I greatly appreciate it.
 
I absolutely love this mod.

I'm starting to notice, however, that there are some serious problems with how many of each personality are generated in a give game - some personalities are much more common than they should be, and others are much rarer. .

With this you also have to taking into consideration some ethic combinations are much more common that others.

For example a Fanatic Collectivist/Xenophobe combination will only be found in a Despotic Empire, while a Fanatic Materialist/Pacifist combo can be found across nine different government types.

Also certain Governments have more variance in their ethics combinations than others. A Military Republic can only have a total of 18 different ethic combinations, while a Plutocratic Oligarchy can have 68 different ethic combinations.

Dependent on what the RNG pushes out each game and what ethic combination personalities cybrxkhan has created, you are going to get a natural skew towards certain personality's.
 
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I'd personally suggest giving the personalities that don't have a specific required ethos besides that they NOT be something a required ethos.. judging by my own experiences and Galle's data they seem a bit too common. Lazy managers and Insidious Opportunists specifically.
 
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I posted a thread on this AI personality idea and was let known you were interested in making these.

Personality: Glory Seekers

combat-happy empire that thrives on simply being in war. This Empire type is only interested in fighting opponents equal in power and not pacifist. The entire point to this AI personality is to persist the threat of combat for the sheer thrill of it. A few unique opinion modifiers would be associated with this type of Empire.

1) When you declare a blank-goal war on them or others, so long as you are equal or lesser in power to them, all known Glory Seekers will go up in opinion.
2) Protective attitude is a common feature. They will apply this to those who are pacifists that are in defensive wars and those who are lesser in power who are in defensive wars compared to their adversary.
3) When declaring war against someone that has not invoked ire, they will usually have blank war demands. Returning the favor increases opinion with all known Glory Seekers
4) Imposing war demands against them will apply a major hostile modifier, as usually seen with others.
5) Threat modifier is 0.
6) Highly aggressive nature means they will avoid being in alliances, federations, and will not allow defensive pacts with them.
7) Non-Aggression pacts will only be available to pacifists.
8) Not effected by repugnant trait.

Available Ethic Types:
Fanatic Militarist
Fanatic Militarist / Xenophile (Responds to purgers with aggression)
Fanatic Militarist / Collectivist
Fanatic Militarist / Spiritualist

Common Traits:
(Benefits)===
Very Strong
Strong
Adaptive
Resilient
Communal
(Detriments)===
Sedentary
Slow Breeders
Fleeting
 
VERSION 1.1.3 is up, download on steam here!


Relatively minor update, but has a number of tweaks based on everyone's input. Thanks to everyone for the input, it's been valuable! Concerning the rate of various personalities appearing, because I think as long as I'm adding new personalities it will always have to be tweaked unfortunately.

I'll be on vacation for the next week and a half, but hopefully there aren't any major bugs I'll have to take care of.

As always, a manual download is provided in the first post as usual

Changelog:

  • Added two new personalities: Depraved Breeders and Dwellers in the Ephemeral
  • Increased chances of the following personalities appearing: Hedonistic Visionaries, Efficient Bureaucrats, Carefree Hippies
  • Decreased chances of the following personalities appearing: Lazy Managers, Insidious Opportunists, Insecure Imitators, Defenders of the Faith
  • Tweaked diplotext so some of them will not show up if you are the same species, otherwise it’d sound weird (thanks to @jordarkelf for compiling a list)
  • Fixed more typos as always

Screenshots:

Dwellers in the Ephemeral (don't worry about the typo, it should be fixed)

igSaLxY.jpg


Depraved Breeders (i.e. they're horny af)

bWtQjKb.jpg

I posted a thread on this AI personality idea and was let known you were interested in making these.

Personality: Glory Seekers

combat-happy empire that thrives on simply being in war. This Empire type is only interested in fighting opponents equal in power and not pacifist. The entire point to this AI personality is to persist the threat of combat for the sheer thrill of it. A few unique opinion modifiers would be associated with this type of Empire.

1) When you declare a blank-goal war on them or others, so long as you are equal or lesser in power to them, all known Glory Seekers will go up in opinion.
2) Protective attitude is a common feature. They will apply this to those who are pacifists that are in defensive wars and those who are lesser in power who are in defensive wars compared to their adversary.
3) When declaring war against someone that has not invoked ire, they will usually have blank war demands. Returning the favor increases opinion with all known Glory Seekers
4) Imposing war demands against them will apply a major hostile modifier, as usually seen with others.
5) Threat modifier is 0.
6) Highly aggressive nature means they will avoid being in alliances, federations, and will not allow defensive pacts with them.
7) Non-Aggression pacts will only be available to pacifists.
8) Not effected by repugnant trait.

Available Ethic Types:
Fanatic Militarist
Fanatic Militarist / Xenophile (Responds to purgers with aggression)
Fanatic Militarist / Collectivist
Fanatic Militarist / Spiritualist

Common Traits:
(Benefits)===
Very Strong
Strong
Adaptive
Resilient
Communal
(Detriments)===
Sedentary
Slow Breeders
Fleeting

Thanks for the suggestion! After reading it over, unfortunately a number of the behavior you mentioned above won't be possible with limits of the game's code. It sounds a lot like the Honorbound Warriors personality in vanilla, so how do you think this will differ from that?

Whats everyone's favorite personality?

Personally my favorites are the Psychotic HOrdes and the Experts in Xenocide, and maybe the Efficient Bureaucrats, but probably because I intended for their diplotext to be very memorable.
 
Thanks for the suggestion! After reading it over, unfortunately a number of the behavior you mentioned above won't be possible with limits of the game's code. It sounds a lot like the Honorbound Warriors personality in vanilla, so how do you think this will differ from that?

Honorbound Warriors are more bound towards being dominant, rather than a scrapper. Also, the Glory Seeker has different trigger settings, which are obviously pacifism, relative strength, and war goals. Coding might not be available yet, but here's a drink to the idea.
 
Working on a fork of this excellent mod for the Ethic and Government Rebuild mod; the two don't properly play well together right now, but at the same token, the latter mod's extra ethos might make for more "breathing room" to differentiate the personalities. So far still a work-in-progress.

Thus far it's a personal use thing, but... @cybrxkhan, provided I gave proper credit to your original work, would you be cool with me sharing the thing once I've gotten it to work reasonably well?
 
I'll have a small update up hopefully within the coming week, there'll just be one new personality, Hopeless Pessimists (don't worry, they're mostly nice!). Atm I'm kinda not doing much Stellaris stuff because I'm waiting for Heinlein/Leviathans, so the upcoming update will likely be the last one before Heinlein.

Working on a fork of this excellent mod for the Ethic and Government Rebuild mod; the two don't properly play well together right now, but at the same token, the latter mod's extra ethos might make for more "breathing room" to differentiate the personalities. So far still a work-in-progress.

Thus far it's a personal use thing, but... @cybrxkhan, provided I gave proper credit to your original work, would you be cool with me sharing the thing once I've gotten it to work reasonably well?

Yeah feel free to make a compatch if you want, I don't mind.
 
VERSION 1.2.0 is up, download on steam here!


This is just a quick update to the Heinlein Patch. I haven’t tested this extensively for balance. This is a busy time for me, as I'm worrying about the end of college, jobs, life, women, all that good stuff, not to mention I’ll be distracted by BF1 and Civ6, so I might be slow to update, but please continue to give feedback if you have any! Even if I don’t respond on time (or at all) I still read them all and will try to continue working on the mod.

As always, a manual download is provided in the first post as usual

Changelog:

  • Updated to Heinlein
  • Added new personality: Hopeless Pessimists
  • Depraved Breeders now have a +25 base opinion, and an additional +25 if player and Depraved breeders are both rapid breeders or both deviants