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So, about the new auto resettlement and machine empires.
So, about the new auto resettlement and machine empires. Am i correct in assuming that there is no way to auto resettle machine drones now?

Judging by this "Migration controls will prevent this auto-resettlement." and the fact that migration controls are forced on for machine empires.
https://steamcommunity.com/sharedfiles/filedetails/?id=2458797968

(Used to be that they could get the benefit of greater then ourselves just like any organic empire).

Or am i mistaken?
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Showing 1-6 of 6 comments
Dialtone Apr 19, 2021 @ 4:19pm 
Mine are migrating even when I don't want them to. Playing a Driven Assimilator, with all pops set to "Migration Controls Enabled" and unemployed cyborg pops are moving around on their own. When I spend energy and influence to move a bunch to a habitat while the habitat is being built up, they move before the buildings/districts are completed. I'm trying to move cyborg pops off of planets, so I can turn them into Machine Worlds and not have a habitability penalty on cyborgs.

Why devs couldn't this have been a planet toggle? If I want to grow a planet now, I have to build districts/buildings in advance or everybody jumps ship.

Also what if a player wants pops to migrate for the pop growth bonus but not auto resettle? There's a lack of control over this.

Edit: They wasted a whole button slot anyway with the "Automation: On" and "Automation: Off" being two buttons, it only needs to be one button that toggles on and off. There's your space for "Auto Resettlement: On/Off".
Last edited by Dialtone; Apr 19, 2021 @ 4:26pm
Garatgh Deloi Apr 19, 2021 @ 4:35pm 
Yea i was pleasantly surprised that it works for machine empires (the update text makes it sound like it would not with the migration controls). That said having more control over it would be nice in many situations.

Btw, when it comes to the cyborg pops moving back i think i have a work around, if you restrict the amount of jobs on the world so that there is 0 free jobs no pops should auto resettle there (down side being that robot pops won't resettle there either and pops that grow/assemble there will move away, so you have to babysit it and unrestrict jobs over time).
Dialtone Apr 19, 2021 @ 5:10pm 
Originally posted by Garatgh Deloi:
Btw, when it comes to the cyborg pops moving back i think i have a work around, if you restrict the amount of jobs on the world so that there is 0 free jobs no pops should auto resettle there (down side being that robot pops won't resettle there either and pops that grow/assemble there will move away, so you have to babysit it and unrestrict jobs over time).
When I move pops off a world that action creates free jobs. They then end up moving back to these worlds. If I have to disable/enable buildings on 20 - 50 different worlds all this auto resettlement is doing is creating more micro. Plus pops are moving around to worlds they shouldn't move to, they're leaving worlds with 80 - 100% habitability for worlds with much lower habitability.

On top of that, in previous versions every time I saw an unemployed pop, I built something to fix that problem. Now half the time they end up leaving their perfect world for a lesser world in the time it takes to build a building/district.
Garatgh Deloi Apr 20, 2021 @ 4:44am 
Originally posted by Dialtone:
When I move pops off a world that action creates free jobs. They then end up moving back to these worlds. If I have to disable/enable buildings on 20 - 50 different worlds all this auto resettlement is doing is creating more micro.

You don't have to disable a single building, just restrict the open jobs on worlds you don't want them to auto resettle to. I suggest pausing the game while moving pops away and restricting the jobs to prevent anyone moving back while you are in the process of moving them.

I know its not a perfect solution, just a work around to prevent them from moving back when you don't want them to.
Last edited by Garatgh Deloi; Apr 20, 2021 @ 4:46am
Dialtone Apr 20, 2021 @ 10:57am 
Originally posted by Garatgh Deloi:
You don't have to disable a single building, just restrict the open jobs on worlds you don't want them to auto resettle to. I suggest pausing the game while moving pops away and restricting the jobs to prevent anyone moving back while you are in the process of moving them.

I know its not a perfect solution, just a work around to prevent them from moving back when you don't want them to.
That's a lot of micro too, but you're right. Disabling buildings can be cheaper though, shuts off the jobs and saves energy, that's the only reason I suggested it first. For now I'm just making sure I always build the infrastructure before moving the pops, which again isn't perfect, but it works. All of these solutions add micro or waste resources or both.

First I'm hoping they'll give us a toggle for "Auto Resettlement: On/Off", if not at least fix Migration Controls so they act as expected. Plus I'm hoping they allow Migration Controls to be on/off for machines, even if all it does is allow you to control the Auto Resettlement.

To the devs if by slim chance you read this, please add "Auto Resettlement: On/Off" toggle as I mentioned in the edit of the first post in this thread. There's so many cases where this button would save players on micro, and give the player control over where their pops stay.
Last edited by Dialtone; Apr 20, 2021 @ 10:58am
Garatgh Deloi Apr 20, 2021 @ 2:35pm 
Yea a auto resettlement option for both individual worlds and species would be great.

Heck being able to go really nutz and set conditions on what a species can resettle to would also be nice (for example setting a species so that it will only auto resettle to worlds with 100% habitability, or setting a species to only resettle to worlds with a particular designation like generator world).

That said it might be to much for the engine to check all the conditions every month (recreating the lag caused by to many pops).
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Date Posted: Apr 16, 2021 @ 7:05am
Posts: 6