Artificial Unintelligence v0.47 for Rebellion v1.80

by Delnar_Ersike

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Installation:

Extract the contents of this zip into your Sins of a Solar Empire Rebellion mod directory. To enable the mod, start up Sins of a Solar Empire Rebellion, go into Options > Mods > Select the "Artificial Unintelligence" entry among the available mods list > Click Enable Mod > Click Apply changes. If you do not know where your Sins of a Solar Empire Rebellion mod directory is, start up the game, go into Options > Mods > Click on "Mod Path".
To enable the optional Quick Start modification, enable "Artificial Unintelligence QS" in your in-game mods menu.
To enable the optional Kostura Cannon modification, enable "Artificial Unintelligence Kostura" in your in-game mods menu.

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Description:

This mod is my attempt to improve Sins of a Solar Empire's AI within the constraints set by the game: most AI algorithms are not only hardcoded into the game, meaning they cannot be altered on a fundamental level, but the developers have also not released the AI's source code, meaning the only way to understand how the AI works is through hours, days, weeks of testing. This mod was also developed in tandem with my ongoing Sins AI research efforts, which you can find on the Sins of a Solar Empire forums.
The mod makes AI behavioral changes via 4 methods:
1) Autocasting conditions and parameters were altered on numerous abilities (especially ultimates) to make them fire off more often or in better conditions
2) Researches were altered to introduce a minor amount of prioritization via parameter changes and the dummy research ladder technique
3) Gameplay.constants was changed to make the AI a bit more aggressive and flexible as well as change certain presets to make them more powerful
4) Hidden frigateRoleType values for various corvettes, frigates, and cruisers was altered to improve AI army composition

The mod also has two gameplay-altering addons that help the AI (they are optional because they actually change gameplay):
The Quick Start modification addon adds a Culture Center to the Quick Start buildings. This was added to make it harder to quickly steal planets near an enemy capitol early in the game, something that the AI is very vulnerable to, and also because AIs will start building culture buildings much quicker if an opponent has already built one, so the Quick Start modification also enables them to get into the culture game faster. Ideally, I would have made the Home Planet improvement add flat culture in addition to its regular bonuses, but I have not found a way to do this, so for now, the Culture Center Quick Start is my best solution.
The Kostura modification addon simply makes Kostura Prototype (the research that unlocks the Kostura Cannon) require 2 levels of NME Warheads. This not only brings the Kostura more in line with TEC and Advent superweapons in terms of how much research is required to unlock it (eg. you can't just build a ton of military labs and rush it, only TEC Loyalists can do that now), but also makes the AI more likely to research phase missile upgrades, since it is hardcoded to prioritize techs that eventually unlock new ships or buildings.

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Compatibility:

If you are using other mods, be sure to load Artificial Unintelligence and all optional modifications first to reap the maximum AI benefits.
Artificial Unintelligence is either partially compatible or incompatible with mods that change Gameplay.constants, vanilla factions, Corvettes, and any abilities, frigates, and researches that are listed in the mod folder's GameInfo file. However, because changes were made to a wide variety of files, it is possible to have other mods overwrite Artifical Unintelligence's files, though the mod will not operate at its full potential, especially if Gameplay.constants is overwritten.
Artificial Unintelligence QS is not compatible with any mod that changes the GalaxyScenarioDef file, such as mods that add or remove stars, planets, artifacts, factions, or planetary bonuses, as well as mods that alter starting units/modules and/or random map generation parameters.
Artificial Unintelligence Kostura is not compatible with any mod that changes the Kostura Prototype research.

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Changelog:

v0.47
- Modified frigateRoleType values for corvettes and heavy frigates to further improve AI army composition to move the AI away from massing carriers (Vasari will still build a lot though, as it's their only anti-structure "unit" without me being able to modify starbases to be recognized as anti-structure)
- Created a version for Rebellion v1.82 BETA

v0.45
- Modified frigateRoleType values for corvettes, carriers, Illuminators, and Minelayers to improve AI army composition, especially for Vasari and Advent
- Modified Resurrection and Repulsion Field autocast parameters so the AI will use them a bit more appropriately. Repulsion Field now also starts with Autocast turned on by default, but will only be autocast if the cruiser is taking damage (vs. the cruiser is in combat in the unmodded version)
- Modified the Resource Focus tech so the AI will never research it; since the AI never uses it, the tech is a waste of time and resources for non-human players

v0.4
- Initial Public Release

v0.3
- Implemented dummy research ladder technique for all 6 factions: techs unique to each faction are included in the dummy research ladder (eg. Starbase Mobilization for Phase Rebel, Global Unity for Psi Loyalist, etc.)

v0.2
- Autocasting adjustments and Kostura Cannon modification

v0.1
- Initial Private Release: Quick Start and Gameplay.constants modification

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Special Thanks to:

- This thread: http://forums.sinsofasolarempire.com/413997/page/1/

- ZombieRus5 for his soaseplugin for Eclipse and being part of brainstorming the dummy research ladder technique; his notes on modding SotF AI were also an excellent pointer to where I should start looking

- Lavo_2 for being part of brainstorming the dummy research ladder technique

- GoaFan77 for being part of brainstorming the dummy research ladder technique; dummy techs from his Enhanced 4X Mod were used as a template for this mod's dummy techs

- Stardock and Ironclad Games for making Sins of a Solar Empire a reality