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Treveleian

Recruit
11 Badges
May 6, 2025
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I set the focus for a new colony, check the box for automation, select the species, and click colonize. Everything seems right at first - colony is set up as planned, and settings look right. But automation isn't doing anything... I see unemployment rising and no production. I can manually manage and then I get production, but automation doesn't work.

The latest hotfix today (4.0.3?) doesn't seem to make a difference...
 
I have a similar issue.

On a Wilderness civ, planet automation keeps on endlessly constructing and demolishing the Research Grove, wasting away ALL of the Biomass.

When using instant build and maxing resources with the console it depletes all the biomass instantly.

This renders playing as Wilderness with automation on unplayable. I'm now sure how this was not picked up during testing.

Looks like automation is broken for now. as of version 4.0.3

And I don't see any fixes being mentioned in 4.0.4
 
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I set the focus for a new colony, check the box for automation, select the species, and click colonize. Everything seems right at first - colony is set up as planned, and settings look right. But automation isn't doing anything... I see unemployment rising and no production. I can manually manage and then I get production, but automation doesn't work.

The latest hotfix today (4.0.3?) doesn't seem to make a difference...
I haven't tried 4.0.3 yet, but on 4.0.2 the planetary automation was working for me. Probably needs some new tweaks to be better at the job, but it was building both districts and buildings.
 
It seems very basic to me in 4.0.3

Given all necessary resources, and with prevent deficit unchecked, it would build a bunch of relevant districts plus robot assembly plus entertainment complex. That seemed to be all. It would only specialize districts to get stuff like industry, and didn't specialize its cities to help with resources even when all resource districts were done and it had nothing much else to do. It also didn't put any buildings in the specialization slots.

I've given up on it for the time being.
 
It also didn't put any buildings in the specialization slots.
That was probably the most annoying part I noticed. It would build planet unique specialized buildings in the spot where we can put ANY building, and not put any associated buildings in the specialization slots at all. Since those slots are all unique to the different sectors and we can't simply move them from one spot to another, that means you would have to go planet by planet to demolish a unique building only to build it in it's proper slot and make room for a more generalized building in the main building slots. That's a waste of both time and resources for a feature that is supposed to make things less micro intensive.

Also, since I assume that the AI is using the same feature to build out its planets, that means the AI isn't even using all of their building slots. If true, that's also a problem. The AI needs to be able to interact with the new features of the game.
 
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As of today I'm noticing something else - now when I turn on colony automation in the colonization screen, when the colony is actually settled it doesn't seem to have automation turned on. I haven't tested in detail yet, but I know that I ALWAYS check that box, and I've found a bunch of new colonies that don't have automation turned on.

Also my initial concern about automation not doing anything - is it just that the automation doesn't build something until there is a certain threshold number of pops to work it?

In other words, does it build something when there are only a few pops to work it, so there will be a mostly empty building until the population builds enough? Or does it wait until there is enough to meet a certain threshold, and allow some level of unemployment until that point?
 
It seems very basic to me in 4.0.3

Given all necessary resources, and with prevent deficit unchecked, it would build a bunch of relevant districts plus robot assembly plus entertainment complex. That seemed to be all. It would only specialize districts to get stuff like industry, and didn't specialize its cities to help with resources even when all resource districts were done and it had nothing much else to do. It also didn't put any buildings in the specialization slots.

I've given up on it for the time being.
Yeah, I keep trying to use it, but micro-managing because it doesn't seem to work reliably.

In general I like many of the new features, and they've really increased the depth of play, but it seems like they pushed it out with inadequate testing.
 
I made a post about this the other day as I had the same experience with 4.0.3 where it did build some things - menial district specializations and buildings in the six Urban area spots - but the buildings it chose were kinda wacky (why are my Forges building Hyper Entertainment Forums when I don't need the amenities, and why didn't my amenity starved Administration world build those?) and letting it run for a while without touching anything had my empire cap out on Minerals and Food but went broke on Energy and Consumer Goods.

My experience has been that it just isn't working yet. Maybe the 4.0.7 beta, but don't see it in the patch notes so probably later next week before it is worth giving another try to.
 
It looks like this is still an issue?

I turned on Planetary automation on every planet in my empire to test it, and it hasn't done one single thing on any of my worlds.
 
Automation works fine for me initially (I heavily limit the options so it basically just upgrades things and manages police). But it seems like past a certain number of planets it stops doing anything. I'm not sure if its some kind of performance thing where the background AI takes too long and gets aborted or what.
 
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Automation works fine for me initially (I heavily limit the options so it basically just upgrades things and manages police). But it seems like past a certain number of planets it stops doing anything. I'm not sure if its some kind of performance thing where the background AI takes too long and gets aborted or what.
Ok thanks for that. I'll test it by turning down the amount of it I'm trying to do.