Stellaris

Stellaris

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Improved Planet and Sector Automation
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Jun 8, 2019 @ 3:09pm
Dec 2, 2022 @ 2:56pm
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Improved Planet and Sector Automation

Description
Updated for 3.6.x Patch. IMPORTANT: Remember to turn off "Colony Automation" on each Planet!
Improves Planet and Sector automation to make it usable.

Description
The 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 micromanagement 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.

Basic Use
- Make sure you planets belong to a sector
- Select a a sector focus in the sector menu (F4)
- Disable Automation on the planets menu (Important, it will block sector automation if left on)
- Set a planet designation on the planets menu (or use auto, but manual selection is recommended for stability)
- Make sure the sector pool has resources to build

Release notes
See the mod's Steam release notes: https://steamcommunity.com/sharedfiles/filedetails/changelog/1764704051

Feature overview

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)
- Build standard buildings such as resource processing facilities to increase output, unity, spawning pools, clinics, robot assemblies, etc
- 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
- 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).
- Build special buildings such a Psi Corps and others, economic boosters like foundry buildings, supercomputers, etc.

Sector Focus: 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.

Sector Focus: Mixed
Similar to designated but with relaxed conditions for designations.

Sector Focus: Strict
Optimizes colonies like mining by never building generator/farming districts and vice-versa. The same applies for other designation types. Most effective in larger empires and will optimize the output of pops working on planets. Planets running out of districts will instead fallback to unity and strategic resources.

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 consumer goods/alloys/strategic resources
- Build research/unity buildings

Mod Menu
The 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.

More options available for growth, unity, strongholds, etc.
Controls if the mod will build these buildings if enough income is available.

Issues / Suggestions / Feature Requests
Please 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/New Features and Requests
Let me know in the comments which features are most important and if they are actually possible I'll let you know!

Colonoy 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.

Compatibility
Should 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
- Adds "defines/01_ipa.txt" file

Source & Contributions
The mod is hosted on Gitlab: https://gitlab.com/shadowsvoices-stellaris-mods/improved-planet-and-sector-automation
Issues, PRs or Feature requests are always welcome.

Contributors
hypersot - Thanks for helping me test the mod and providing feedback
Gavril - Thanks for helping me test the mod and providing feedback
VoidNull - Thanks for providing the chinese translation.
Popular Discussions View All (3)
125
Aug 15, 2023 @ 2:00am
Issue Reports
Dylan Dawn
56
May 26, 2022 @ 3:49am
Feature Requests
Dylan Dawn
722 Comments
Vrishnak92™ May 25 @ 2:49pm 
Definitely not compatible with the new district specializations
T_2the_homas77 May 24 @ 11:58pm 
will this mod be updated to 4.0?
or does it already work with it?
YLыБo4ka Dec 1, 2024 @ 8:49am 
disables achievements
weregamer Jun 17, 2024 @ 8:35pm 
Perhaps I'm blind or stupid, but running 3.12 I can't see where to change the automation settings (the focus or the strictness) for a sector. Nothing shows up in the regular Planets & Sectors screen or in the "Manage Sector" subscreen. I found the Edict for changing the overall settings, but not the per-sector settings.

It's also possible that there's a mod conflict hiding the button, though I don't think I have any other mods related to sectors except one that increases the max jumps from the sector capital.
Sonny Crocket Mar 14, 2024 @ 7:08pm 
@Biel I dont think so.
Biel Feb 17, 2024 @ 9:21am 
Does this mod still work? i hate micro managing planets
Douglas Miller Nov 16, 2023 @ 1:21pm 
I managed to get the attention of Eladrin from the Stellaris dev team last Friday, and posted details for them to look into of the automation moddability issues I know of (as a fellow automation mod author myself). I made a summary comment, with links to the detailed posts, at https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-322-3-10-0-pyxis-custodian-features.1608237/page-7#post-29252898

Today I asked Eladrin for an update on that, and he said they haven't had a chance to look into the details yet, and any changes for this will be "most likely 3.11 or 3.12". So, porting to planet automation is likely to be possible and worthwhile, but we'll have to wait another major update or two first. About 3 or 6 months, with the pace they've been releasing updates.

If you know of any specific issues I missed, tell me and I'll add them to my official suggestions. Also, I might be interested in some level of collaboration on updating our mods.
Eidolon Sep 26, 2023 @ 3:51am 
Also I've figured out a couple things (without your mod running) that makes automation slightly better. So you can Ctrl+click on the "Automation" option to turn it on/off for all planets in your empire, so you just do that every now and then to make sure they're all automated. I then clicked the little gear icon next to that and unticked the "Prevent deficit construction" option and it works a lot better.
Eidolon Sep 26, 2023 @ 2:25am 
@Dylan Dawn
Sure thing, I play it pretty routinely so sign me up for testing if it helps.
Dylan Dawn  [author] Sep 20, 2023 @ 4:01am 
@Eidolon: Yeah, I've read the 3.9 update and I've been dreading this since early 3.x when they first started breaking sector automation...

I'll take a look soon at the "improvements" (on the code side) to the planet automation and decide if its now possible and worthwhile to port the mod over to it. I've investigated it extensively when it was first release and concluded that it was even worse then sector automation (which is why I stuck with it for now).

But if its not possible to do or only with diminished functionality I might throw in the towel and abandon Stellaris once and for all (because I literally can't play micro-managing and pausing every month to manage all planets manually, it sucks the fun out of me).

If I decide that a rewrite it possible I might need some testers, would you be interested?