Stellaris

Stellaris

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Ultimate Automation 3.11
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Oct 6, 2020 @ 11:49am
Mar 23 @ 12:49pm
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Ultimate Automation 3.11

Description
This will automate some of the more tedious and clicky actions while playing Stellaris. If you’d like to read your events or manage the more important and time critical things, turn on all them options! :D
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The automations that are currently available and optional:
  • Auto colony manager: Enabling this automation will make additional colony automation available in the "Planet Automation" menu when in the planet view.

  • Auto fleet/army merger: Enabling this automation will automatically merge fleets or armies that were present (built) at the time of this being enabled.

  • Auto migration of unemployed pops: Enabling this automation will automatically resettle unemployed pops to planets that have free jobs at a static cost of 100 energy and 10 unity per pop. Newly colonised planets will not be effected for 5 years to given it some development time/buffer.

  • Auto construct megastructures: Enabling this automation will make a new button appear on the left side of the screen whenever a construction ship is selected. The button will make the construction ship automatically construct megastructures as many as it's allowed (capped). This feature currently includes Hyper Relays, Gateways, and Central, Major and Minor Habitats. It also includes all 3 Frameworld megastructures from Gigastructures.

  • Auto recruit armies: Enabling this automation will automatically recruit the chosen army on every owned planet until disabled.

  • Auto construct outposts: Enabling this automation will make a new button appear on the left side of the screen whenever a construction ship is selected. The button will make the construction ship automatically construct outposts.

  • Auto fleet attack: Enabling this automation will make a new button appear on the left side of the screen whenever a fleet is selected. The button will make the selected fleet automatically attack the nearest enemy and/or bombard planets with the bombardment stance selected from the settings.

  • Auto army invade: Enabling this automation will automatically set all armies to Aggressive Stance which will make the army automatically follow friendly military fleets (that 'attach' when both fleets are in the same system) and invade hostile planets, if the odds of success are favourable.

  • Auto recruit leaders: Enabling this automation will automatically recruit and assign the chosen leaders.

  • Auto planet destroyer: Enabling this automation will make all planet destroyers automatically destroy the nearest hostile planet that is within a neighboring system.

  • Auto colonisation: Enabling this automation will automatically build a colony ship and colonise the nearest planet with a chosen habitability or more.

  • Auto upgrade megastructures: Enabling this automation will automatically upgrade megastructures (gigastructures and NSC included).

  • Auto terraforming: Enabling this automation will automatically terraform planets to the planet type that was chosen in the settings.

  • Auto upgrade/manage starbases: Enabling this automation will automatically upgrade a starbase once per month (or faster) from a specified level in the settings. The upgrading of outposts will stop once the starbase cap is reached. All starbases can also be downgraded simultaneously from a specified level using the options.
All these options are accessible through a shortcut 'Y' or the dedicated button and can be enabled using the ever so shiny main menu.

Latest updates:
- The automation "Auto upgrade starbases" will now continues to upgrade non-outpost starbases if the cap has been reached.
- The automation "Auto migration of unemployed pops" will now deducts resources properly.
- The automation "Auto construct outposts" will now not build next to xenophobic fallen empire.
- The automation "Auto upgrade megastructures" had some bug fixes on some mega/gigastructures.
- The automation "Auto construct megastructures" will now give a menu on individual construction ships to pick a megastructure. This will give you the ability to easily automate multiple megastructures with on different construction ships!
- The automation "Auto construct megastructures" will now have auto frameworld outposts, auto frameworld asteroid harvesters, and auto frameworld habitat salvagers!
- The automation "Auto recruit leaders" has been added. This will automatically recruit and assign the chosen leaders which are currently: garrison (planet) leaders, assault army leaders, and fleet leaders.
- General bug fixes.

Currently in progress:
- Adding more megastructures to "Auto Construct Megastructures" such as orbital rings.
- Adding more positions to auto recruit leaders.

Future development:
- Auto continuation of excavations
- Auto slave marketing
- Expanded automation for planets
- Auto market/resource manager
- Auto planetary decisions
- Auto reverse engineering of minor artefacts
- Reworking "Auto terraforming" and "Auto construct outposts" to be faster, more efficient in movement and more strategic (i.e., not getting cut off; prioritising)

Plus extra automation that I cannot think of right now and any suggestions from discussions or comments.
If you have a suggestion or an idea, then please comment or leave a post in the discussions.

Supported Languages:
- English
- Chinese - requested and translated by amiba
- Not used (outdated); German - requested and translated by BloodThirst
- Not used (outdated); Russian - requested and translated by Jonathan
- Not used (outdated); French - requested and translated by Ashardalon

Compatibility:
- Fully compatible with other mods* but should be prioritised over other UI mods due to button; so placed last in the load order (at the bottom).
- Save compatible but should disable and enable automation features after an update.

*Apart from Compact UI Top-bar.

Known issues:
- The automation "Auto fleet merger" being a bit weird/flaky.
However, apart from that, none... Probably ;P

Other mods:
Game Performance Optimisation Fix
Original Origins, Traits, and Civics
Cleanse & Rebirth

Communication and support:
A discord sever to help me out or just for discussions about the mods: https://discord.gg/wh4HZuVzs7

Making these mods is very time consuming and so, if anyone would like to help out with modding, by all means get in touch ;). If you like the mod and would like to help out in other ways, please consider donating with the button below (thanks!).

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Donated This Month: £0
Popular Discussions View All (3)
190
Apr 18 @ 1:03pm
Bug Reports
RegiZero
111
Apr 8 @ 11:39am
Adjustments and ideas that should be considered
RegiZero
1,061 Comments
RegiZero  [author] May 19 @ 3:47am 
@A Baroque Jimdividualist Yes, yes it will. It will seek out every single entity that threatens your empire and CRUSH IT haha
A Baroque Jimdividualist May 18 @ 2:23pm 
Will auto fleet attack automatically seek out and conquer enemy territory in wartime?
RegiZero  [author] May 17 @ 1:02pm 
@Zyx Hmm... keep calm and construct megastructures haha... that's not good XD.
I'll see about checking this issue and updating with a fix, thanks.
Zyx May 16 @ 1:51pm 
I've got a ton of "Constructing megastructure..." stuck from the habitat automation. Only using this mod.
RegiZero  [author] May 16 @ 11:58am 
@Any Yeah... it is a bit flaky so it's hard to say. I would try merging some of them manually and then trying to turn it on, might help it out. Just remember, you have to enable it, then disable it after most of them have merged; and repeat for newly built ship. This only works for ships that are present at the time of enabling.
RegiZero  [author] May 16 @ 11:52am 
@LAP Thanks for the info, it'll come in handy when fixing this bug.
RegiZero  [author] May 16 @ 11:51am 
@St.Robe You can find on the discord server in the description. As for auto fleet attack, it's kinda hard to fix that bug but I'll try in the next update. Thanks!
Any May 16 @ 5:11am 
Is there a trick to using auto fleet merging? These nanite ships are annoying me!
LAP May 12 @ 12:44pm 
In my experience, the fleets might get stuck, if they want to attack a system behind a FTL inhibitor, i.e. leap frog another system with a starbase.
St.Robe May 12 @ 12:12pm 
When I set up fleet automatic attack combat, the fleets fight well and then at some point they stop advancing, is it a bug? (Not if there's a traffic jam or no enemies nearby)