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GnoSIS

Lt. General
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Jan 27, 2009
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Not sure if something like that already exists but the idea is to have a sector/planet manager that works only additive - i.e. will only build districts and buildings based on the planet designation.
The aim here is to simplify it down to the level of automation to take out the busy work. Other problems are left specifically for the player to deal with, given a notification mod that would raise alarms for crime/amenities (already exists). The aim is not to solve the issue for the AI, but to help humans. Still I could think of a supplementary mod(s) that would be developed to be compatible with this and deal with the rest of concerns for AI (and humans?).

The player still plays with planets, but have to do 1/5th of the work.

1. Does not destroy buildings or districts.
2. Depending on housing shortage, will build 1 city district.
3. if unemployment exists will enqueue 1 only entity, based on the planet designation: districts for resources, or building and upgrades if refinery/factory/alloy/research world.
4. Will not build boosters, it is left with the player to decide if the planet is big enough for the boosetr facility.
5. Will not build fortresses, it is up to the player to go in a queue them up - if he needs them.
6. Will not build for police or amenities.
7. Will not build hydroponic farms (left to the player if it's an emergency).
8. Will not build for governing capacity.
9. Will not build pop/robot growth.

Does something like this exist?
Would you care to write this?
 
You could write it; all of the build orders for planetary automation are actually hardcoded in the game files, however the hardcoding is terrible. If you wanted to rewrite them better, you could.
 
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You could write it; all of the build orders for planetary automation are actually hardcoded in the game files, however the hardcoding is terrible. If you wanted to rewrite them better, you could.
I don't know the mechanics of how that's coded and if it's even possible for the logic above to be expressed as such. Poor documentation doesn't help either.
 
It's pretty simple. Just have a look at:
common\colony_automation

Most of it should be self-explanatory.

Conditions like...

Code:
research_lab_1_upkeep_affordable = yes

...are checks that are defined in:
common\scripted_triggers