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Second Lieutenant
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Oct 28, 2016
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Hell I'll write one for you!

"At a premium of energy to power shortages in manpower and hostile environments can be partially overcome with static industrial automation, simple computers with set instructions and stationary robotics carrying out menial tasks with fixed efficiency."

And for the upgraded version

"Though no more efficient than its predecessor, a significant expansion of the automation facilities allow for a wider range of basic tasks to be covered, further reducing the need for civilian manpower."


There now we have both an in-universe explanation of what it does and a hint on what situations its best to use it :)
 
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I think paradox does not know most of us cannot understand esoteric knowledge and schizophrenic mysticism.

I do sort of but I never touched that building due to what the hell does it even mean.
 
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I think paradox does not know most of us cannot understand esoteric knowledge and schizophrenic mysticism.

I do sort of but I never touched that building due to what the hell does it even mean.

It automatically provides a % of the total required manpower for all the jobs attached to the district its built in (both district jobs and buildings) either 25% for the basic version or 50% for the upgraded version, the manpower provided is unaffected by manpower modifiers (no bonuses or negatives) so its best used on worlds and/or for jobs where you would normally have a negative efficiency modifier e.g. on low habitability worlds (modifiers that affect the planet or job output directly still affect it though)
 
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like what? I once wasted resources in it and saw no difference.
What it will do is automatically fill 25% of the available jobs you have with phantom workers (you can see this as a grey/blue section of the bar with a cog in it on the Economy screen), freeing up those workers to do something else (or, fittingly, become unemployed).

It is actually very good, especially with sources of building upkeep reduction, as it is effectively a 25% (actually a bit more because maths) increase in pops for building a building. It has a second tier for more too. The game UI is just bad at the moment so it isn't very clear.

temp it automates.jpg
 
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What it will do is automatically fill 25% of the available jobs you have with phantom workers (you can see this as a grey/blue section of the bar with a cog in it on the Economy screen), freeing up those workers to do something else (or, fittingly, become unemployed).

It is actually very good, especially with sources of building upkeep reduction, as it is effectively a 25% (actually a bit more because maths) increase in pops for building a building. It has a second tier for more too. The game UI is just bad at the moment so it isn't very clear.

View attachment 1311997

It would be nice if the cogs were a gold colour. Blue shows regular jobs, green jobs with bonuses, red jobs with malus, grey unfilled/closed jobs, and golden cog automated
 
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They will almost always be worth it unless you are literally drowning in a sea of pops.
Well that was my initial thought but there was a thread on here a week or so ago claiming the lower tier building actually cost more than it produced. I don't understand the mechanics well enough to know if he was full of crap or not
 
Well that was my initial thought but there was a thread on here a week or so ago claiming the lower tier building actually cost more than it produced. I don't understand the mechanics well enough to know if he was full of crap or not
They output exactly the same as the equivalent amount of pop workforce at 100% efficiency and no pop modifiers (the unaltered minimum). This includes the normal job upkeep requirements on top of the energy upkeep of the building which is based on the number of districts that've been built in the area it's working.

They're really good on low habitability worlds when you have a significant excess of energy, especially for extraction jobs.

Again this is why i want them to have a proper description so people are less mystified by the things
 
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The description should exactly say what it does. I haven't even seen that building, but having a vague tooltip in a game where managing numbers and modifiers is core is insane.
 
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ESPECIALLY FOR ENERGY JOBS ITS JUST FREE ENERGY!!!! Sad devouring swarm too many damn planets noises.
Not really because its only working 25%/50% of the total available jobs that the district/buildings create at an energy premium, so like the t1 automation building costs ~8 energy per district and the district produces about ~16 per district but that's with full manpower, what the Autobuilding is doing working is only 25% of that so you're really losing energy whenever an automation building is plopped down in an energy district so its only worth putting in an energy district if its producing something else that you really want