AI personalities

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Version

Outliner top.png
This article is considered accurate for the current version (1.4) of the game.

AI empires act and behave based on their AI Personality type [1] which in turn is dictated by factors like ethos, traits and government type. The personality type will direct the foreign empires' affairs in diplomatic treaties, fleet budgeting, aggressive/passive behavior and general empire characteristics. The empire's personality can be found in the diplomacy screen.

Behavior[edit]

AI behavior can be broken down into characteristics and behavior modifiers:

  • Characteristics describe the likelihood of behavior patterns attributed to various personality types.
  • Behavior modifiers indicate the modification of certain common actions happening as compared to a generalized "norm" (1.0x).

Characteristics[edit]

  • Conqueror – Conquer planets from other empires.
  • Dominator – Invade primitives.
  • Ideologue – Extra-aggressive against other ethoses.
  • Infiltrator – Infiltrate primitives.
  • Liberator – Liberate conquered empires.
  • Multispecies – Give rights to aliens.
  • Opportunist – Attack someone already embroiled in war.
  • Propagator – Only get aggressive once boxed in.
  • Purger – Purge alien pops.
  • Robot exploiter – Use robots for menial labor.
  • Robot liberator – Give rights to robots.
  • Slaver – Enslave pops.
  • Subjugator – Vassalise other empires.
  • Uplifter – Uplift and enlighten other species.

Behavior modifiers[edit]

  • Aggressiveness – Chance of declaring wars.
  • Border friction – Affects how border friction with other empires is assessed.
  • Bravery – Affects the chance that they will pick rivals & war targets of similar strength instead of picking on the weak.
  • Colony spending – Affects mineral & energy budget that goes to new colonies.
  • Military spending – Affects mineral & energy budget that goes to navies and armies.
  • Threat concern – Affects how much threat is generated for this empire when others are conquered.
  • Trade willingness – At 1.0 willingness they will accept a deal that is equally good for both sides.

Diplomacy[edit]

  • Defensive pact acceptance - Affects how likely it is to accept forming a defensive pact.
  • Federation acceptance - Affects how likely it is to accept forming/joining a federation.
  • Migration acceptance - Affects how likely it is to accept forming a migration pact.
  • NAP acceptance - Affects how likely it is to accept forming a non-aggression pact.

Ships[edit]

  • Armor ratio - Amount of armor they will aim for on ships.
  • Shields ratio - Amount of shields they should aim for on ships.
  • Weapon preference - Preferred weapon type on ships.

AI personalities[edit]

The personality with the most weight will be the one picked for an empire (existing weight modifiers are additive, not multiplicative).

Note1: The absence of a behavior modifier means it's value is equal to the norm (1.0x).

Note2: In the very rare case when an empire has only one non-fanatic etho (only possible for player-submitted empires) the Honorbound Warriors personality will be used.

Regular empires[edit]

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Honorbound Warriors
  • Conqueror
  • Dominator
  • Subjugator
  • 1.75x Aggressiveness
  • 1.5x Bravery
  • 0.9x Colony spending
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.7x Trade willingness
  • +20 Defensive pact acceptance
  • –10 Federation acceptance
  • –30 Migration pact acceptance
  • –50 NAP acceptance
  • Kinetic weapons preference
  • -50 Opinion towards Pacifist.png pacifists
  • -100 Opinion towards Fanatic Pacifist.png fanatic pacifists
  • Fanatic Militarist.png Fanatic Militarist
  • Individualist.png Individualist or Spiritualist.png Spiritualist
Base: 100 Honorbound Warriors value honor and martial prowess above all other things. They will seek out worthy foes to fight and have little respect for weaklings and pacifists.
Evangelizing Zealots
  • Conqueror
  • Dominator
  • Ideologue
  • Opportunist
  • Slaver
  • 1.25x Aggressiveness
  • 1.2x Border friction
  • 1.1x Colony spending
  • 1.1x Military spending
  • 0.9x Threat concern
  • 0.75x Trade willingness
  • -20 Federation acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Spiritualist.png / Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist
  • Is either:
    • Collectivist.png / Fanatic Collectivist.png Fanatic Collectivist or Collectivist
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
Base: 10
  • +2 if Fanatic Collectivist.png Fanatic Collectivist
  • +2 if Fanatic Spiritualist.png Fanatic Spiritualist
  • +1 if Charismatic.png Charismatic trait
  • +1 if Conformists.png Conformists trait
  • –1 if Repugnant.png Repugnant trait
Evangelising Zealots seek to spread their faith across the galaxy, and are not above using military might to force others to accept their beliefs.
Erudite Explorers
  • Conqueror
  • Infiltrator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Subjugator
  • Uplifter
  • 0.75x Aggressiveness
  • 0.75x Bravery
  • 0.5x Border friction
  • 0.9x Military spending
  • 1.2x Threat concern
  • 0.9x Trade willingness
  • +5 Defensive pact acceptance
  • +5 NAP acceptance
  • 0.3x Armor ratio
  • 0.7x Shields ratio
  • Energy weapons preference
  • Materialist.png / Fanatic Materialist.png Fanatic Materialist or Materialist
  • Is either:
    • Individualist.png / Fanatic Individualist.png Fanatic Individualist or Individualist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Science Directorate.png Science Directorate
  • +2 if Fanatic Materialist.png Fanatic Materialist
  • +2 if Intelligent.png Intelligent trait
  • +1 if Industrious.png Industrious trait
  • +1 if Natural Engineers.png Natural Engineers trait
  • +1 if Natural Physicists.png Natural Physicists trait
  • –2 if has no elections
Erudite Explorers value exploration and discovery process above all other things. They will gladly trade for the knowledge they seek, but are not above taking it by force if it proves necessary.
Spiritual Seekers
  • Infiltrator
  • Liberator
  • Multispecies
  • Uplifter
  • 0.25x Aggressiveness
  • 0.75x Bravery
  • 0.25x Border friction
  • 0.8x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • +10 Defensive pact acceptance
  • +10 Federation acceptance
  • +20 Migration acceptance
  • +20 NAP acceptance
  • Energy weapons preference
  • Spiritualist.png / Fanatic Spiritualist.png Fanatic Spiritualist or Spiritualist
  • Is either:
    • Individualist.png / Fanatic Individualist.png Fanatic Individualist or Individualist
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
    • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Is not:
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Fanatic Pacifist.png Fanatic Pacifist
  • +2 if Fanatic Xenophile.png Fanatic Xenophile
  • +2 if Extremely Adaptive.png Extremely Adaptive trait
  • +1 if Adaptive.png Adaptive trait
  • +1 if has democratic elections
  • –1 if Nonadaptive.png Nonadaptive trait
Spiritual Seekers believe that all life is connected through some higher power that can be understood through its creations. They will seek peaceful cooperation with other empires in the hopes of studying their connection to the divine.
Ruthless Capitalists
  • Conqueror
  • Infiltrator
  • Multispecies
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • 0.5x Bravery
  • 0.5x Border friction
  • 1.1x Colony spending
  • -10 Federation acceptance
  • -20 Migration acceptance
  • -10 NAP acceptance
  • Kinetic weapons preference
  • Materialist.png / Fanatic Materialist.png Fanatic Materialist or Materialist
  • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
  • Is not:
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Individualist.png / Fanatic Individualist.png Fanatic Individualist or Individualist
  • +1 if Industrious.png Industrious trait
  • +1 if Thrifty.png Thrifty trait
  • +1 if has oligarchic elections
Ruthless Capitalists are willing to go to any length to acquire more wealth and resources for themselves and for their empire. They tend to avoid evenly matched fights, preferring to pounce on the weak and helpless.
Peaceful Traders
  • Infiltrator
  • Liberator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Uplifter
  • 0.5x Aggressiveness
  • 0.5x Bravery
  • 0.25x Border friction
  • 1.1x Colony spending
  • 0.9x Military spending
  • 1.3x Threat concern
  • +10 Federation acceptance
  • +20 NAP acceptance
  • Missile weapons preference
  • Materialist.png / Fanatic Materialist.png Fanatic Materialist or Materialist
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Is not:
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Fanatic Materialist.png Fanatic Materialist
  • +1 if Industrious.png Industrious trait
  • +1 if Thrifty.png Thrifty trait
  • +1 if has oligarchic elections
Peaceful traders are chiefly concerned with the flow of commerce, and prefer trading to fighting.
Hegemonic Imperialists
  • Conqueror
  • Infiltrator
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • 1.5x Aggressiveness
  • 1.5x Border friction
  • 1.1x Military spending
  • 0.8x Trade willingness
  • +10 Defensive pact acceptance
  • -20 Federation acceptance
  • -50 Migration acceptance
  • -10 NAP acceptance
  • Energy weapons preference
  • Is either:
    • Collectivist.png / Fanatic Collectivist.png Fanatic Collectivist or Collectivist
    • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
Base: 5 Hegemonic Imperialists consider themselves the rightful rulers of the galaxy, and will attempt to expand their empire by any means possible.
Slaving Despots
  • Conqueror
  • Dominator
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • 1.5x Aggressiveness
  • 0.5x Bravery
  • 0.9x Colony spending
  • 1.1x Military spending
  • 0.8x Trade willingness
  • -10 Federation acceptance
  • -100 Migration acceptance
  • -20 NAP acceptance
  • Missile weapons preference
  • Collectivist.png / Fanatic Collectivist.png Fanatic Collectivist or Collectivist
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Decadent.png Decadent trait
Base: 100 Slaving Despots are slave societies that rely on military expansion to secure a steady supply of slaves for their mines and farms. They prefer to attack the weak and defenseless.
Decadent Hierarchy
  • Liberator
  • Opportunist
  • Robot Exploiter
  • Slaver
  • Subjugator
  • 0.5x Aggressiveness
  • 0.5x Bravery
  • 0.75x Border friction
  • 0.9x Colony spending
  • 1.1x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • -10 Defensive pact acceptance
  • -30 Federation acceptance
  • -100 Migration acceptance
  • +20 NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Kinetic weapons preference
  • Collectivist.png / Fanatic Collectivist.png Fanatic Collectivist or Collectivist
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Decadent.png Decadent trait
Base: 100 Decadent Hierarchies are isolationist slave societies that have few concerns aside from maintaining their rigid way of life.
Democratic Crusaders
  • Conqueror
  • Ideologue
  • Infiltrator
  • Liberator
  • Multispecies
  • Robot Exploiter
  • 1.25x Bravery
  • 0.75x Border friction
  • 1.2x Military spending
  • 1.1x Threat concern
  • 0.9x Trade willingness
  • +10 Defensive pact acceptance
  • +10 Federation acceptance
  • Kinetic weapons preference
  • +25 Opinion towards democratic governments
  • -50 Opinion towards oligarchic governments
  • -100 Opinion towards autocratic governments
  • Individualist.png / Fanatic Individualist.png Fanatic Individualist or Individualist
  • Militarist.png / Fanatic Militarist.png Fanatic Militarist or Militarist
  • Democratic elections
Base: 100 Democratic Crusaders believe that it is their moral imperative to spread their democratic way of life. They tend to get along well with other democracies, but are more than willing to use military force to "liberate" the populations of less democratic empires.
Harmonious Hierarchy
  • Liberator
  • Robot Exploiter
  • Subjugator
  • 0.5x Aggressiveness
  • 0.75x Bravery
  • 0.5x Border friction
  • 1.1x Colony spending
  • 0.8x Military spending
  • 0.75x Threat concern
  • 0.9x Trade willingness
  • -10 Defensive pact acceptance
  • -20 Federation acceptance
  • -100 Migration acceptance
  • +10 NAP acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Missile weapons preference
  • Collectivist.png / Fanatic Collectivist.png Fanatic Collectivist or Collectivist
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Is not:
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +1 if Conformists.png Conformists trait
  • +1 if has no elections
Harmonious Collectives are collectivist societies where the citizens are devoted to the state without the need for coercion. They tend to keep to themselves, but are not averse to trading.
Federation Builders
  • Liberator
  • Multispecies
  • Opportunist
  • Robot Liberator
  • Uplifter
  • 0.75x Aggressiveness
  • 1.25x Bravery
  • 0.25x Border friction
  • 1.2x Threat concern
  • 0.95x Trade willingness
  • +25 Defensive pact acceptance
  • +20 Federation acceptance
  • +10 Migration acceptance
  • +25 NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Energy weapons preference
  • Is either:
    • Fanatic Individualist.png Fanatic Individualist
    • Fanatic Xenophile.png Fanatic Xenophile
    • Or a combination of 2 out of the following 3:
      • Individualist.png / Fanatic Individualist.png Fanatic Individualist or Individualist
      • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
      • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Is not:
    • Collectivist.png / Fanatic Collectivist.png Fanatic Collectivist or Collectivist
    • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
Base: 10
  • +2 if Fanatic Individualist.png Fanatic Individualist
  • +2 if Fanatic Pacifist.png Fanatic Pacifist
  • +2 if Fanatic Xenophile.png Fanatic Xenophile
  • +1 if Charismatic.png Charismatic trait
  • +1 if Natural Sociologists.png Natural Sociologists trait
  • +1 if has democratic elections
  • –1 Militarist.png Militarist Militarist
  • –1 if Repugnant.png Repugnant trait
Federation Builders consider all sentient life to have value and will seek to form a strong federation to protect themselves and others from expansionistic empires.
Xenophobic Isolationists
  • Opportunist
  • Purger
  • Robot Exploiter
  • 0.5x Aggressiveness
  • 0.75x Bravery
  • 2x Border friction
  • 1.2x Military spending
  • 0.75x Threat concern
  • 0.5x Trade willingness
  • -20 Defensive pact acceptance
  • -50 Federation acceptance
  • -100 Migration acceptance
  • 20 NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Missile weapons preference
  • Xenophobe.png / Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
Base: 10
  • +2 if {Fanatic Pacifist.png Fanatic Pacifist Fanatic Pacifist
  • +1 if Repugnant.png Repugnant trait
  • +1 if Sedentary.png Sedentary trait
  • –1 if Charismatic.png Charismatic trait
  • –1 if Nomadic.png Nomadic trait
Xenophobic Isolationists want little to do with the rest of the galaxy, preferring to stay within their borders and have as few dealings with aliens as possible.
Fanatical Purifiers
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot Exploiter
  • 2x Aggressiveness
  • 10x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • No.png Threat concern
  • No.png Trade
  • No.png Defensive pact acceptance
  • No.png Federation acceptance
  • No.png Migration acceptance
  • No.png NAP acceptance
  • 0.4x Armor ratio
  • 0.6x Shields ratio
  • Kinetic weapons preference
  • -1000 Opinion towards everyone
  • Fanatic Xenophobe.png Fanatic Xenophobe
  • Militarist.png Militarist or Collectivist.png Collectivist
Base: 100 Fanatical Purifiers view all alien life as a cosmic mistake and seek to purify the galaxy of its taint. They are unlikely to be amenable to diplomacy in any form.
Hive Mind
  • Conqueror
  • Dominator
  • Opportunist
  • Propagator
  • Purger
  • Slaver
  • 2x Aggressiveness
  • 1.25x Border friction
  • 1.2x Colony spending
  • 0.9x Military spending
  • 0.75x Threat concern
  • 0.7x Trade willingness
  • -10 Defensive pact acceptance
  • -50 Federation acceptance
  • -100 Migration acceptance
  • -10 NAP acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Kinetic weapons preference
  • Fanatic Collectivist.png Fanatic Collectivist
  • Is not:
    • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Conformists.png Conformists trait
Base: 100 Hive Minds concern themselves with the propagation of their species above all else. So long as they have room to expand, there is little to fear from them, but if boxed in they will think nothing of seizing worlds and slaughtering their native population.
Migratory Flock
  • Infiltrator
  • Multispecies
  • Robot Exploiter
  • 0.25x Aggressiveness
  • 0.5x Bravery
  • No.png Border friction
  • 1.2x Colony spending
  • 0.8x Military spending
  • 1.1x Threat concern
  • 1.1x Trade willingness
  • +20 Federation acceptance
  • +100 Migration acceptance
  • +20 NAP acceptance
  • Missile weapons preference
  • Pacifist.png / Fanatic Pacifist.png Fanatic Pacifist or Pacifist
  • Xenophile.png / Fanatic Xenophile.png Fanatic Xenophile or Xenophile
  • Nomadic.png Nomadic or Rapid Breeders.png Rapid Breeders traits
Base: 100 Migratory Flocks seek to spread their species across the galaxy through peaceful means, and will happily migrate to the worlds of other Empires if permitted to do so.
Metalheads
  • Conqueror
  • Dominator
  • Opportunist
  • Purger
  • Robot Liberator
  • 10x Aggressiveness
  • 10x Bravery
  • 10x Border friction
  • 1.2x Colony spending
  • 1.2x Military spending
  • No.png Threat concern
  • No.png Trade
  • No.png Defensive pact acceptance
  • No.png Federation acceptance
  • No.png Migration acceptance
  • No.png NAP acceptance
  • 0.6x Armor ratio
  • 0.4x Shields ratio
  • Energy weapons preference
  • -1000 Opinion towards everyone
  • Materialist.png Materialist
  • Fanatic Militarist.png Fanatic Militarist
  • Industrious.png Industrious trait
  • Strong.png Strong trait
Base: 1000 Metal.
Fanatical Befrienders
  • Conqueror
  • Opportunist
  • Infiltrator
  • Multispecies
  • Subjugator
  • Uplifter
  • 2x Aggressiveness
  • 1.5x Bravery
  • No.png Border friction
  • 2.2x Military spending
  • 0.5x Threat concern
  • +50 Defensive pact acceptance
  • +50 Federation acceptance
  • +50 Migration acceptance
  • +50 NAP acceptance
  • Energy weapons preference
  • +100 Opinion towards everyone
  • Militarist.png Militarist
  • Fanatic Xenophile.png Fanatic Xenophile
  • Repugnant.png Repugnant trait
  • Solitary.png Solitary trait
  • Venerable.png Venerable trait
Base: 100 Fanatical Befrienders are highly friendly but deeply lonely individuals. They will attempt to make friends by any means necessary.

Fallen empires[edit]

Fallen empires have unique personalities compared to regular AI empires. They always have only one fanatic ethos.

Personality Characteristics Behavior modifiers Ethos Description
Enigmatic Observers
  • Liberator
  • Multispecies
  • Angered by unethical species treatment
  • Usual wargoal is to prohibit slavery and purges or to liberate captured worlds.
  • 0.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • No.png Threat
  • Fanatic Xenophile.png Fanatic Xenophile
This Fallen Empire dedicates itself to the study of the younger races. Purging and enslaving other species may draw their ire.
Holy Guardians
  • Always keeps borders closed
  • Angered by colonizing holy or tomb planets
  • Usual wargoal is cleansing a planet
  • 1.5x Aggressiveness
  • 2x Bravery
  • No.png Border friction
  • No.png Threat
  • 0.5x Trade willingness
  • Fanatic Spiritualist.png Fanatic Spiritualist
This Fallen Empire dedicates itself to the preservation and defense of its holy sites. Colonizing systems that they consider sacred is likely to incur their ire.
Keepers of Knowledge
  • Angered by pursuing robotics
  • Usual wargoal is to outlaw artificial intelligence.
  • 2x Bravery
  • No.png Border friction
  • No.png Threat
  • 0.75x Trade willingness
  • Fanatic Materialist.png Fanatic Materialist
This Fallen Empire dedicates itself to the hoarding of technologies that it believes should be kept out the hands of young and irresponsible races. Pursuing dangerous lines of research may draw their ire.
Militant Isolationists
  • Always keeps borders closed
  • Angered by colonizing near its' borders
  • Usual wargoal is to humiliate an empire or cleanse a planet
  • 2x Aggressiveness
  • 2x Bravery
  • No.png Threat
  • No.png Trade
  • Fanatic Xenophobe.png Fanatic Xenophobe
The Fallen Empire dedicates itself to the defense of its borders against any intrusions. Colonizing systems that border them is likely to draw their ire.


Fallback personality[edit]

In case of a glitch, the Despicable Neutrals personality will be used. Otherwise, this personality type should not appear in a normal playthrough.

AI personality is decided on the end of the first day. Therefore, on the first day of the game, all empires will have the fallback personality, even for fallen empires, but no one can establish communications with another empire on the first day, so this is no problem.

Personality Characteristics Behavior modifiers Prerequisites Weight & Modifiers Description
Despicable Neutrals
  • None
  • All at norm (1.0x)
  • Fallback AI personality
  • Fallback AI personality
What makes a species turn neutral ... Lust for gold? Power? Or were they just born with hearts full of neutrality?

References[edit]

  1. The personality files can be found at the /Stellaris/common/personalities folder.