• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

craftomega

Sergeant
55 Badges
Sep 5, 2012
87
80
  • War of the Vikings
  • Crusader Kings II
  • Magicka
  • Heir to the Throne
  • Stellaris: Synthetic Dawn
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Shadowrun Returns
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Death or Dishonor
  • BATTLETECH
  • Crusader Kings III
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Federations
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Prison Architect: Psych Ward
  • Tyranny: Gold Edition
  • Stellaris: Necroids
  • Island Bound
  • The Showdown Effect
  • War of the Roses
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Sector Manager - v1.0

Description
Sector AI
-Now builds Orbital Stations (Still trying to figure out how to make them upgrade them).
-Focuses more on resource production.

Costs
-Sector Revoke and destroy influence costs set to 0.

Controls
-Changed amount given to sectors to 50.

Plans

As it stands a lot of the sector manager functions seem to he hidden, hard coded, or extremely limited. I'm searching for the hidden functions.
  • Military sectors builds warships if you are at war.
  • Allow for selection of each sector to give commands to that sector
    • Build X of Y ship.
    • Upgrade all spaceports to max level.
    • Install X module on all space ports.
  • Robots are only mining minerals.
  • Sectors can resettle populations as needed (If allowed by policies).

Download

Version 1.0
http://www.mediafire.com/download/bxg6wk0g4338a9a/sector_manager1.0.7z

Version 1.1

http://www.mediafire.com/download/tdicxbehm7ottlh/sector_manager1.1.7z
http://steamcommunity.com/sharedfiles/filedetails/?id=682645360

Compatibility Report
  • This mod is compatible with all other mods.
  • This mod is compatible with all save games.
  • This mod should be compatible with all future game updates.
Changelog
v1.0

Builds stations for you.
AI is more random.

v1.1
Changed the budgets around to make sectors more efficient.
Screenshots

Installation

  1. download mod from download section
  2. unzip file to your ".../documents/paradox interactive/stellaris/mod" folder (create it if it does not exist)
  3. Enable sector_manager
Updating
  1. Go to your ".../documents/paradox interactive/stellaris/mod" folder
  2. Delete the "sector_manager" folder
  3. Delete the "sector_manager.mod" file
  4. Following installation instructions
Mod Use
Any/All parts of this may be used by anyone else for any reason, as long as it is in compliance with the Rules for User Made Mods and Edits of PDS games. If you do use any part of this mod, please give credit where necessary.
 
Last edited:
  • 7
  • 4
Reactions:
Cool. Any future plans for this mod? For example, making the sector AI use robots AS robots?
 
They keep putting robots in power plants and tech facilities, which, before synths, is really, really bad.
And then you get synths, and it's really really good. (if you don't die) and it becomes far less of a problem.
 
  • 2
Reactions:
Watching
 
@craftomega
The structure of this starting post looks extremely familiar :p

Good to see someone working on making sectors better.
 
  • 2
Reactions:
How is the AI more random now?
 
They keep putting robots in power plants and tech facilities, which, before synths, is really, really bad.
And then you get synths, and it's really really good. (if you don't die) and it becomes far less of a problem.

This also occurs with slaves. For whatever reason the sector AI likes to move POPs around like a spazz and not respect the fact that robots and slaves are only good for food and minerals.
 
Thanks for making this, just a few questions. You changed it so that the AI focuses more on resources, does it respect the basic tile yield? One of the main gripes I have about the Ai is that it happily places mining on a power tile, food on a mining tile and makes a power plant on a food tile, all on the same planet. Did you manage to 'restrict' the ai properly that it doesn't do that anymore? Also did you manage to increase the priority for the AI to upgrade the planetary Admin building/capital. Thanks
 
Thanks for making this, just a few questions. You changed it so that the AI focuses more on resources, does it respect the basic tile yield? One of the main gripes I have about the Ai is that it happily places mining on a power tile, food on a mining tile and makes a power plant on a food tile, all on the same planet. Did you manage to 'restrict' the ai properly that it doesn't do that anymore? Also did you manage to increase the priority for the AI to upgrade the planetary Admin building/capital. Thanks

As far as I can tell MOST the ai's code cannot currently be modified. While I would love to do this, I do not know how, as I cannot find any place to code this in.
 
  • 1
Reactions: