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Stellaris: Improved Planet And Sector Automation
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Immerse yourself in the exploration of a changing universe full of wonders! Check out this mod and modify your Stellaris experience. Learn more about Improved Planet And Sector Automation at GameJunkie. Enjoy the game!

This Mod Adds Improved Planet And Sector Automation to the Stellaris Game.

Authors description: Improved Planet And Sector Automation

Updated for 2.8.1 Patch.
Improves Planet and Sector automation to make it usable.

NOTE: Recent changes in Stellaris 2.8.1Due to some recent changes in Stellaris 2.8.1 I cannot control some aspects of the automation as before.
This includes the fact that housing/jobs won’t be build until the planet has < 0 free jobs/housing. This is due to the new hardcoded checks by Stellaris. This also means that I cannot allow certain buildings to be build (like anti-crime etc.) when there is not enough income to satisfy the upkeep. More updates and fixes will be released soon. DescriptionThe current planet focus-based automation is downright broken and follows a pre-scripted build order with absolutely no flexibility. This is highly problematic and not usable beyond simple colony building. It also does not take any modifiers for things such as amenities, crime and housing into account (neither from the base game or other mods) and does not scale with mod changes to planets in general for example more building slots. This mod is meant to reduce the tedious micro management required for colonies such as ensuring there is enough housing, keeping crime down etc and allow the player to focus on grander decisions while maintaining flexible control over colonies. This mod seeks to automate the following aspects: - Build as much economy as possible regarding energy, minerals and food - Maintain a healthy balance of housing, crime, amenities on planets (this does not guarantee that for example amenities won't fall below 0 temporarily, but that's ok) - Maintain a positive administration cap - Build standard buildings such as resource processing facilities to increase output, monuments, hive nodes, spawning pools, clinics, robot assemblies - Exploit all natural strategic resources - Ensure a positive balance of alloys, consumer goods, strategic resources, eg. attempt to maintain a positive income of X for those resources but do not spam every slot with them while also making sure that minerals and energy are not exhausted For Stellaris Version: 2.8.1 Changelog for 0.9.2 - added missing gestalt growth building "Machine Assembly Complex" Changelog for 0.9.1 - added missing hive admin cap buildings - rebalanced housing and gestalt amenities through city districts Feature Overview Sector-based automation via new Focus Types [Designated] A new sector focus that manages planets based on their set colony types/designations. Mining worlds will prefer mining districts, energy worlds generator districts and so on. Also builds consumer goods, alloys and strategic resources on demand. [Mixed] Similar to designated but with relaxed conditions for designations. Buildings that require resources in upkeep (energy, minerals, food, alloys, consumer goods, strategic) will only be build if that resource has a positive income (with some reasonable exceptions such as holo theaters requiring consumer goods). Basic Use - Make sure you planets belong to a sector - Disable Automation on the planets menu (Important) - Set a planet designation on the planets menu - Select a new Sector focus in the sector menu (F4) - Make sure the sector pool has resources to build Automation Goals - Keep crime below < 8% if nothing else is to do - Ensure amenities >= 0, housing >= 0
– Build Spawning Pools, Clinics, Robot Assemblies, Templates, … (“Essentials”)
– Build mining/farming/generator districts, focusing on the planets designation if available
– Build buildings that enhance production such as Mineral Purification Planets and Energy Grids (only on planets that have a corresponding designation or several districts of that type)
– Build research/unity buildings
– Build administration cap increasing buildings if admin cap drops below 0 (for now not configurable, might be added depending on feedback)
– Build consumer goods/alloys/strategic resources

Mod MenuThe mod menu (located under Edicts) allows you to configure minimum and desired incomes accordingly. It is highly recommended to adapt those to your empire. Options do have a ingame description.

Minimum Income: Specifies the absolute minimum income required to allow the automation to build any building requiring that resource.
Desired Income: Specifies the mods desired income for a resource which is the amount of income the mod attempts to maintain. The mod will stop building production of that resource once the desired income has been reached.

Growth buildings (Clinics, Robot Assembly, Spawning Pools)
Controls if the mod will build these buildings if enough income is available.

Issues / Suggestions / Feature RequestsPlease report any issues, feature requests or suggestions to build orders. I’ll take a look at them asap.

How to report bugs
Thanks for reporting an issue. Feel free to report it in the comments or forum.
Please include the following information:
All Planet Details (preferably screenshot)
– Total Pops
– Free Districts
– Unemployed Pops
– Free Amenities
– Free Housing
– Free Building Slots Count
– Planet Designation
– Planet Automation Status (On/Off)
– Planet’s sector focus selection (Balanced, Production, Designated, …)
Empire Details
– Mineral/Energy/Consumer Goods income
– Alloys/Exotic Gas/Volatile Motes/Rare Crystals income
– Unity Income
– IPA Policies settings

Thank you!

Planned Features (WIP)
Let me know in the comments which features are most important and if they are actually possible I’ll let you know!

– Unity income controls similar to other resources
– Perhaps compatibility with mods like District Overhaul’s new districts
– A policy to auto-transfer resources to the shared sector stockpile but not on a monthly basis but to keep a selected minimum amount in it (eg. )

“Individual” Planet Automation (Abandoned)The planet automation without sector focus introduced by patch 2.3.0 is severely limited. Initially this mod was implemented using it but I soon realized it is severely limited compared to the sector focus.
Functionality is still there but I see no reason to keep developing it since it cannot ever be as good as sector automation right now and has absolutely no advantage over it.

CompatibilityShould be compatible with everything that does not change the following resources:
– Overwrites everything in “sector_focuses/*”
– Adds “scripted_triggers/ipa_*.txt” files
– Adds “edicts/ipa_*.txt” files

Contributors
Gavril – Thanks for helping me test the mod and providing feedback

How to install this mod: Download the file. Unzip the archive. Copy the mod folder to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/workshop/content/281990/

If folders are missing, try running the game or make them by yourself.

Unpack .mod file to the folder: C:/Users/*Username*/Documents/Paradox Interactive/Stellaris/mod

Or just use Subscribe button if you are using Steam Account.

Enable desired mods from the launcher and click Play button.

Enjoy the game:)

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