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I have made a simple system to allow/forbid jobs via scripting, currently i am using it for crime mangement / micro, but i plan to remove the current amenity management and replace it with the new scripted system. It would then be possible for people to mod the system in order to expand it with different settings. For example, you could then script 3 different toggleable settings for low/medium/high amenity target. But for the non-modded vanilla version of the game I think it may be a bit much to provide 3 different amenity settings
could we maybe just automate the different levels? slave societies (except pleasure seekers) are definitely low amenity leaning, democracies medium, and utopian abundance societies high?
 
could we maybe just automate the different levels? slave societies (except pleasure seekers) are definitely low amenity leaning, democracies medium, and utopian abundance societies high?
With the current limitations of the implementation it would have to be three separate checkboxes. It would be cool to add some way of having a slider or textbox to enter a value instead of having only a checkbox. Definitely a good idea, not sure how hard it would be to implement though :)
 
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What about splitting the 'Pop Assembly' into Robot Assembly and Cloning? Going down genetic ascension you'd get access to both. And with ascension rework, there might be even more options to choose between robot or clones? Just an idea.
 
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Wait... Linking that video… the devs already accept building with cheap energy instead of minerals as a feature?
 
Wait... Linking that video… the devs already accept building with cheap energy instead of minerals as a feature?
Been in the game for a long time but they hadn't touched automation again till now, I would expect it to be reworked and I'm pretty sure they indicated that resource interaction will be looked at.
 
I'm pretty new to Stellaris and am on console, I'm guessing since we don't have Overlord yet (is it coming?) we don't have this expanded colony automation, is that right?
 
I'm pretty new to Stellaris and am on console, I'm guessing since we don't have Overlord yet (is it coming?) we don't have this expanded colony automation, is that right?
I think that's correct. But yes, Overlord is coming to console. All DLCs end up on console eventually, it's just a matter of porting them so their releases are always staggered a few months behind PC.
 
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I think that's correct. But yes, Overlord is coming to console. All DLCs end up on console eventually, it's just a matter of porting them so their releases are always staggered a few months behind PC.
In the past week I started with some MegaCorp and found that I have all the resources I need. So even the janky automation on the version I have is good enough to keep things going! Glad to hear Overlord is coming, hopefully soon!
 
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I'm pretty new to Stellaris and am on console, I'm guessing since we don't have Overlord yet (is it coming?) we don't have this expanded colony automation, is that right?
Console just got Aquatics (which is 3.2). Overlord is 3.4. If they keep bundling the custodian patch with the expansion on console like they did with 3.1 (the free custodian patch that let you pick your tradition trees) and 3.2, then you should get both 3.3 and 3.4 in the next update in a few months. It'll be the next DLC console gets so keep an eye out for announcements.
 
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Console just got Aquatics (which is 3.2). Overlord is 3.4. If they keep bundling the custodian patch with the expansion on console like they did with 3.1 (the free custodian patch that let you pick your tradition trees) and 3.2, then you should get both 3.3 and 3.4 in the next update in a few months. It'll be the next DLC console gets so keep an eye out for announcements.
I guess I can’t really be too impatient, I’ve just started playing and played a megacorp for the first time this week and accidentally beat the crisis for the first time. I say accidentally because it was the void people and they spawned near a fallen empire who kept them under control. I happened to be looking through the contacts and saw they were there, then went and finished them off! I still have a lot to learn, so plenty of time to wait for Overlord!
 
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I noticed a bug. Sometimes (not quite sure when) the automation "forgets" that it disabled an entertainer job and will try to build a holotheater job before it realises that it can reenable the entertainer.

I often noticed this when i was also in the planet view, so it may have something to do with me doing something also in the planet view (like manually building a district or a building). Or sometimes disabling and reenabling the automation.
 
I noticed a bug. Sometimes (not quite sure when) the automation "forgets" that it disabled an entertainer job and will try to build a holotheater job before it realises that it can reenable the entertainer.

I often noticed this when i was also in the planet view, so it may have something to do with me doing something also in the planet view (like manually building a district or a building). Or sometimes disabling and reenabling the automation.
This issue has been fixed but it will take a while before it comes into the live version of the game!
 
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I'm currently playing a hive mind empire, and it seems to me like the AI prefers maintenance drones to synapse drone to solve low amenities issues despite having instinctive synchronization. While some exceptions might exist, I would generally prefer synapse drones to maintenance drones once I've unlocked instinctive synchronization. I've tried manually reducing the maintenance drone jobs to zero but the AI opens them up again when set to deal with amenities despite having open synapse drone jobs. Perhaps it should refrain from opening closed maintenance drone job when open synapse drone jobs is available once you've unlocked instinctive synchronization?
 
So after a while playing with it, automation is way better. It's quite nice.

But I'm seeing... something late game where it looks to me like:
Automation can only do a certain number of actions per month
This does not scale with planets

So if you have a ton of planets, you'll get severe unemployment issues even with thousands of resources in stockpiles, and free districts and building slots everywhere. There simply isn't enough construction being queued to keep up.
 
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So after a while playing with it, automation is way better. It's quite nice.

But I'm seeing... something late game where it looks to me like:
Automation can only do a certain number of actions per month
This does not scale with planets

So if you have a ton of planets, you'll get severe unemployment issues even with thousands of resources in stockpiles, and free districts and building slots everywhere. There simply isn't enough construction being queued to keep up.

The limit on the automation is that it is reactive instead of pro-active. As players we can compute when a planet will need a new district or building and plan accordingly, but the automation does not plan ahead, e.g. it will not build additional districts or buildings unless there are unemployed pops. It gets worse when you take over new worlds and pops. However, it is doing a lot better now than I have ever experienced whereas before I had to micro-manage amenities production and the like.
 
The limit on the automation is that it is reactive instead of pro-active. As players we can compute when a planet will need a new district or building and plan accordingly, but the automation does not plan ahead, e.g. it will not build additional districts or buildings unless there are unemployed pops. It gets worse when you take over new worlds and pops. However, it is doing a lot better now than I have ever experienced whereas before I had to micro-manage amenities production and the like.
No. I know exactly what you mean, this is not the problem whatsoever.

That's why I said unemployment issues - it's *not* reacting, despite 10 years of 10 unemployed pops on more worlds than not. There should be construction queued everywhere, instead it's only 1 planet, if that.
 
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No. I know exactly what you mean, this is not the problem whatsoever.

That's why I said unemployment issues - it's *not* reacting, despite 10 years of 10 unemployed pops on more worlds than not. There should be construction queued everywhere, instead it's only 1 planet, if that.
It won't build anything if the pops can not work those jobs (e.g. slaves or such) or if it' not possible to build something according to the designation. For example, if it is set to mining designation and it is not possible to build more mining then it will stop construction even if it is possible to build something else like generator districts. Do you think it is because of this? Otherwise a save game would help :)
 
It won't build anything if the pops can not work those jobs (e.g. slaves or such) or if it' not possible to build something according to the designation. For example, if it is set to mining designation and it is not possible to build more mining then it will stop construction even if it is possible to build something else like generator districts. Do you think it is because of this? Otherwise a save game would help :)
No, I was seeing empty generator district slots on a generator world for example. The specific game I'd use was 3.4 with Gigastructures on, so I don't think that save is loadable.

I'll link a 3.5 vanilla multiplayer save anyway, just in case an advanced galaxy is interesting. It had the issue some time before midgame, but as development and colonization stalled management caught up and everything was fine for the time I have the save. I had many more worlds, like 50 in the other game, might have something to do with it.

Anyway the one thing I'd highlight is that in a habitat heavy game some way to automatically trigger habitat expansion would be incredible - I keep forgetting to do it.
 

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This issue has been fixed but it will take a while before it comes into the live version of the game!

I don't know if it's the same bug, but playing on 3.5.2 I've noticed automation disabling amenities jobs and ending up with unemployment. Despite there being unemployed pops the automation doesn't build anything. I'm guessing it's because it's counting the disabled jobs as available, and thus expects the unemployed to take them?

This was as a rogue servitor if that makes a difference