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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.

AI players refers to regular empires that are controlled by the AI. Unlike human players the AI is relatively predictable as it follows scripted guidelines.

Personalities[]

While the below is the general behavior of all AIs, the personalities of some AIs will alter or even overwrite some of the behaviors. For the full list of personalities and how they affect the AI, see AI Personalities.

Expansion[]

  • AI players will always build Starbases in systems that have various features in the following order: Gateway/Wormhole/Colonizable > Natural resources > Other systems
  • AI players will always upgrade Starbases in systems that have various features in the following order: Gateway/Wormhole > Megastructure > Colony > Habitable planets > Choke point > Uninhabitable systems
  • AI players will only build starbases up to two hyperlanes away from their controlled system
  • AI players will only colonize worlds that have at least 35% Mod habitability Habitability for any of their species
  • AI players will always try to have 1 colony ship, 4 construction ships and 4 science ships, one of which is always used for assisting research on the capital system.
  • AI players will always construct their first habitats in the core sector.
  • AI players will always construct their first Hyper Relay in the capital system and then in the adjacent systems.
  • At a certain point, AI players may recall their science ships and have them assist research on other planets if there is little point to exploring and surveying the galaxy further.

Claims[]

  • AI players that are independent will only make Claims on systems up to 4 hyperlane jumps from their borders
  • AI players that are subjects will only make Claims on systems up to 2 hyperlane jumps from their borders
  • AI players will always claim systems that have various features in the following order: Bordering them > Colony > Gateway/Wormhole > Natural resources > Other systems

Aggressiveness[]

  • AI players are 2 times more likely to declare war if they can't expand in systems with habitable planets
  • AI players are 4 times more likely to declare war if they can't expand in any system
  • AI players are 10 times more likely to declare war if they can't expand and are Auth hive mind Hive Mind or Civic machine assimilator Driven Assimilator

Warfare[]

  • AI players will only declare one war at a time
  • AI players will only declare war when they use at least 50% of their naval capacity and have at least 6 assault armies
  • AI players will only attack systems if their Fleet Power is 20% stronger than that of the opponent’s
  • AI players will always retreat when they lost 50% of a fleet in a space battle
  • AI players will never retreat if they own less than 3 systems
  • AI players will never defend attacked systems if their Fleet Power is lower than that of the opponent’s
  • AI players will never upgrade ships while at war
  • AI players will go over their fleet limit when at war or in preparation for war.
  • AI players will always use Selective orbital bombardment stance if their attitude is not hostile
  • AI players will always use highest available orbital bombardment stance if their attitude is hostile
  • AI players will never Jump into an enemy system unless its fleet has at least 33% more Fleet Power
  • AI players will always attack targets in the following order: Occupied systems > Fleets weakened by use of Jump Drive > Systems with colonies > Upgraded Starbases / Fleets / Systems they claimed > Other targets

Slave Market[]

  • AI players will not buy slaves if they have less than 1000 Energy Credits Energy
  • AI players will not sell slaves if they have more than 3000 Energy Credits Energy
  • AI players will always sell a Pop if they have at least 3 Unemployed Pops on a planet
  • AI players will always sell a Pop if they have at least 6 Unemployed Pops across the empire

Ships[]

  • AI players will always use private colony ships if they can build them.
  • AI players will always build a titan if they have the technology. It will build a second one if it has the resources but will never try to have more than two.
  • AI players will only build a star-eater if both initial ones were destroyed.

Other[]

  • AI players will never use Ambition Edicts until they unlocked all Traditions
  • AI players will never Embrace a Faction unless more than 50% of its population belong to it
  • AI players will never sell more than 30% of their stockpile for any resource
  • AI players will not send a diplomatic request of the same type for 27 years if the previous one was rejected
  • AI players will only consecrate habitable planets that have below 35% Mod habitability Habitability
  • AI players will only attack Leviathans if they have at least 40k Fleet Power
  • AI players that are Civic fanatic purifiersCivic devouring swarmCivic machine terminator Genocidal will attack enclaves once their Fleet Power is twice stronger
  • AI players will only use Sacrifice Edicts if at least 60 years passed and they have at least 3 Mortal Initiate jobs taken
  • AI players will infiltrate empires in the following order: Rival > Crisis Level 2 > Neighbor (not same federation) > Other empires
  • AI players will never use monthly trades on the market, they will always buy in bulk
  • AI players will end any Secret Fealty if their Trade cat loyalty Loyalty reaches at least 30
  • AI players will only strengthen Imperial Authority if their relations with the galactic emperor are Positive or Excellent

Economy[]

AI players will always try to have the following surplus:

Income Condition
Energy Credits +25 Energy Always
Minerals +50 Minerals Always
Exotic gases +4 Exotic Gases Always
Rare crystals +4 Rare Crystals
Volatile motes +4 Volatile Motes
Food +10 Food Yes Uses the resource
Engineering research +70 Engineering Research
Physics Research +70 Physics Research
Society research +70 Society Research
Alloys +15 Alloys Auth machine intelligence Machine Intelligence
Consumer goods +10 Consumer Goods
  • Yes Uses the resource
  • Energy Credits > +25 Energy
  • Minerals > +50 Minerals
  • Food > +10 Food if uses the resource
Food +20 Food
  • Yes Uses the resource
  • Engineering research > +70 Engineering Research
  • Physics Research > +70 Physics Research
  • Society research > +70 Energy Society Research
Pop +9000 Pops
  • Energy Credits > +25 Energy
  • Minerals > +50 Minerals
  • Engineering research > +70 Engineering Research
  • Physics Research > +70 Physics Research
  • Society research > +70 Society Research

Once all objectives aside from pops and advanced resources have been achieved the AI will increase all values by the following:

  • Energy Credits +10 Energy
  • Minerals +10 Minerals
  • Unity +10 Unity
  • Alloys +10 Alloys
  • Engineering research +25 Engineering Research
  • Physics Research +25 Physics Research
  • Society research +25 Society Research
  • Consumer goods +1 Consumer Goods if uses the resources

Once all new values have been reached the AI will increase them again, repeating the process.

Army Composition[]

AI players will always try to have 10 armies, with an additional army for every 50 Pops up to a cap of 50 armies. They will always recruit only one type of army, with the following conditions:

Army Conditions
Army assault Assault Army
Army slave Slave Army
Army robotic Robotic Army
Army clone Clone Army
Army psionic Psionic Army
Army gene warrior Gene Warrior Army Yes Tech gene seed purification Gene Seed Purification technology
Army assault m Hunter-Killer Army No Tech adaptive combat algorithms Adaptive Combat Algorithms technology
Army assault m Battle Frame Army Yes Tech adaptive combat algorithms Adaptive Combat Algorithms technology

Relics[]

AI players will use the following weights when activating a Relic:

Relic Weight
R odryskan crystal Crystal of Odryskia 50
R contingency core Isolated Contingency Core 100
R prethoryn queen Prethoryn Brood-Queen 100
R worm scales Scales of the Worm 100
R dragon trophy Ether Drake Trophy 100
R war forge Cybrex War Forge 100
R pox sample Javorian Pox Sample 100
R orb insight Vultaum Reality Perforator 100
R cryo core Yuht Cryo Core 100
R ancient sword Blade of the Huntress 100
R severed head Head of Zarqlan 100
R baol The Last Baol 100
R wormhole key 5 The Key 100
R surveyor The Surveyor 120
R zro crystal Psionic Archive 200
R galatron The Galatron 200
R the radiance Vacuum Flower 200
Relic Weight
R unbidden warlock Extradimensional Warlock 10
x30 if at war
x0 if it has neither version of Jump Drive
R rubricator The Rubricator 75
150 if below 500 Minor artifacts Minor Artifacts
R khans throne Khan’s Throne 100
x2 if Militarist Militarist or Fanatic Militarist Fanatic Militarist
x3 if at war
R mechano calibrator The Defragmentor 100
115 if Auth machine intelligence Machine Intelligence
R galaxy Miniature Galaxy 100
150 if Materialist Materialist or Fanatic Materialist Fanatic Materialist
R omnicodex The Omnicodex 100
200 if Xenophile Xenophile or Fanatic Xenophile Fanatic Xenophile
R toxic god Maw of the Toxic Entity 1
1000 if Origins toxic knights Knights of the Toxic God

Megastructures[]

AI players will only construct megastructures when at peace and generally only in systems that are surrounded by other owned systems. They will always prioritize upgrading over constructing new megastructures. They will use the following weights when deciding which megastructure to construct:

Megastructure Weight
Tech gateway construction Gateway 5
Tech ring world Ring World 10
Tech dyson sphere Dyson Sphere 15
Tech matter decompressor Matter Decompressor 15
Tech interstellar assembly Interstellar Assembly 15
Tech mega art Mega Art Installation 15
Tech strategic coordination Strategic Coordination Center 15
Tech mega shipyard Mega Shipyard 15
Tech quantum catapult Quantum Catapult 15
Tech think tank Science Nexus 10
20 if Materialist Materialist or Fanatic Materialist Fanatic Materialist
Tech spy orb Sentry Array 10
20 if Militarist Militarist or Fanatic Militarist Fanatic Militarist
Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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