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For me (99% of my games are with a machine empire) it would be the amazingest thing if I could capture a "snapshot" of an existing planet's districts/buildings, and make the automation build the exact same thing on a new planet when I set it to a designation. If I could set up the sequence and pop count triggers for when certaing buildings/districts get built, that would be golden.

So basically, if a planet is a generator world, build these districts and these buildings in X order. If it is a forge, build different districts and buildings in Y order, and so on.
 
I still can't get this 100% confirmed with automation for gestalts... If you colonize a world is the first building it will build a spawning pool/machine assembly plant? Because I know it will start building clone vats if you have the first tier of genetic ascension... And as far as I heard it doesn't really do much until there is unemployment.
 
I play a lightly modded game with Starnet AI, which makes enough hidden backend changes that it's not impossible it somehow interferes with planetary automation.

However, I've been finding the amenity automation is sometimes unresponsive while playing as gestalts. The expected behaviour is that at the start of every month, automation checks if there are more open amenity jobs than needed, and closes one amenity job if so.
However, sometimes it just doesn't? On planets with amenity automation enabled, all amenity jobs are left open for years, even when the planet is at +10 or +20 amenities.

This is especially problematic because designation automation won't build anything until all jobs are filled, so automation will wait until every maintenance drone is employed before it builds anything.

Has anyone else had something like this this? I'll try get a vanilla save if it's not just a bizzare starnet bug.

Unrelated, but the new 3.5 patch has made monuments and their replacements much more important.
While they were arguably a late-game auto-include before (free unity with no pop cost), now many empires want them everywhere almost immediately, especially gestalts.

I think monuments should have an automation checkbox now.
 
Had some free time, figured I'd try see if I could get the amenity automation bug in vanilla.
I think I got it? I got something.
1664998946195.png

Asgard Prime has been on these automation settings for a couple years - I manually built a robot plant, and automation made a city district for housing. Automation is working fine - other planets are updating their amenity jobs and building things as expected.
Except none of the maintenance drone jobs on this colony have been closed, despite it only needing one.

In this example, automation wakes up about 6 months after the save is resumed and starts closing the jobs as expected, though in other (modded) games I've seen amenity automation do nothing for much longer periods, including with pops working the excess amenity jobs.

Hopefully this is useful.
 

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I am using automation for every planet now. It works really solid as long as you have a clear planet designation available.
But i use it in tandem and sometimes manually queue some buildings etc. just to push a little.
This works really well.
The only issue remains that the automation switches off the Colonists jobs which can lead into loosing a planet.
Also i have some suspicions that the automation likes building Housing districts too much and i don't know if the automation knows that there is a buff for high amenities and it feels like the automation tries to really min/max low amenities without going into negative numbers.

I haven't seen it turn off colonist jobs (though, that would be awesome). I'll manually build something that will require specialists, and then set automation on. It then doesn't turn off the colonist job.

I also don't see it balancing amenities. I have a consumer goods world, and it just built a 2nd holo theatre.. stability is 85, so maybe the math works out to do that versus just employing 2 more artificers for this?
 
Hello it is me, fellow Human Offe.

This year we've made some significant updates on the Planet Automation system. Having lurked around a bit here on the forums I get the impression many players are still very hesitant to use it.

I would therefore welcome everyone to take the opportunity to provide concrete feedback on which parts you think work well and which parts could use improvements, or things that were simply confusing. Screenshots and especially save games are incredibly helpful to fix bugs for edge-case scenarios where planetary automation queues something highly illogical.

Thanks!
You know, I might use it—if turning it on immediately after colonizing didn't cause the AI to eliminate colonist jobs, causing the colony to disappear in 100 days.
 
You know, I might use it—if turning it on immediately after colonizing didn't cause the AI to eliminate colonist jobs, causing the colony to disappear in 100 days.
Pops can't auto-migrate off a colony for the first 5 (10?) years after it is founded. Should be almost impossible for automation to not build *something* in that time period.
Have you actually seen colonies depopulate like this, or did you just see the pops get unemployed and immediately turn automation off?
 
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Pops can't auto-migrate off a colony for the first 5 (10?) years after it is founded. Should be almost impossible for automation to not build *something* in that time period.
Have you actually seen colonies depopulate like this, or did you just see the pops get unemployed and immediately turn automation off?
I'm doing more testing, and submitted a save file on the last patch. It happened in a game the other day.

The colonies depopulate. It's not taking 5 years either. I believe it's an issue with hyperlanes giving amenities and increased unemployment transfer. It keeps happening, so I'll get another save file and attach it around.
 
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I'm doing more testing, and submitted a save file on the last patch. It happened in a game the other day.

The colonies depopulate. It's not taking 5 years either. I believe it's an issue with hyperlanes giving amenities and increased unemployment transfer. It keeps happening, so I'll get another save file and attach it around.
I've noticed that it can definitely be caused by Land Appropriation moving the last pop to a newly conquered world, possibly even if the pop isn't unemployed.
 
You know, I might use it—if turning it on immediately after colonizing didn't cause the AI to eliminate colonist jobs, causing the colony to disappear in 100 days.
I fixed this, it is coming in some future patch, can't remember exactly which one but soon TM
 
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Had some free time, figured I'd try see if I could get the amenity automation bug in vanilla.
I think I got it? I got something.
View attachment 886015
Asgard Prime has been on these automation settings for a couple years - I manually built a robot plant, and automation made a city district for housing. Automation is working fine - other planets are updating their amenity jobs and building things as expected.
Except none of the maintenance drone jobs on this colony have been closed, despite it only needing one.

In this example, automation wakes up about 6 months after the save is resumed and starts closing the jobs as expected, though in other (modded) games I've seen amenity automation do nothing for much longer periods, including with pops working the excess amenity jobs.

Hopefully this is useful.
Hello :)

It only disables jobs if you go over the target threshold for amenities. So while it is true that you have 4 open amenity jobs, as soon as it goes into 2/5 and the surplus of amenities become too large it should start forbidding the jobs down to 1/5 again
 
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I fixed this, it is coming in some future patch, can't remember exactly which one but soon TM

So, question on the design front:

- Colonist jobs are turned off if there are too many Amenities.
- Colonist jobs only exist for the span of time when the Colony designation gives a large quantity of bonus Amenities.
- Colonist jobs are always turned off.
- Colonist jobs only exist for the span of time in which they are forced to be turned off.

Why have these jobs at all?

Why not make default jobs which can be used by the player and the AI?
 
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So, question on the design front:

- Colonist jobs only exist for the span of time when the Colony designation gives a large quantity of bonus Amenities.
Colony designation is active from 1 to 4 pops, whereas the colonist pops don't go away until 10.
Colonists provide a buffer for colonies leaving the colony designation, so they don't immediately collapse or something weird.
 
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For some reason I've had occurrences where planet automation suddenly stopped building or upgrading anything, despite having the resources and having plenty of districts or buildings still to develop.
 
For some reason I've had occurrences where planet automation suddenly stopped building or upgrading anything, despite having the resources and having plenty of districts or buildings still to develop.

Common problem is that the empire has negative resource income, eg. energy. The automation will not make things worse so for example negative energy income will pretty much stop all automation until the player has improved it. Even if there is 50k+ energy stockpiled.
 
Automation does okay if AI is enabled after microing through early game, set to Balanced, allowed to designate planets, forbidden from unlocking slots (it leads to empty city spam) and building rare resource refineries (I only allow these to be auto built on mining habitats).
 
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So, question on the design front:

- Colonist jobs are turned off if there are too many Amenities.
- Colonist jobs only exist for the span of time when the Colony designation gives a large quantity of bonus Amenities.
- Colonist jobs are always turned off.
- Colonist jobs only exist for the span of time in which they are forced to be turned off.

Why have these jobs at all?

Why not make default jobs which can be used by the player and the AI?
I don't really have any say in this matter unfortunately
 
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