Stellaris

Stellaris

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Ultimate Automation
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0.435 MB
Oct 6 @ 11:49am
Oct 24 @ 4:00pm
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Ultimate Automation

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 planetary specialisation decision: Automatically build buildings and districts based on your chosen options. There can only be one building plus a district chosen to be built on a chosen planet or habitat. The specialisation can be activated and configured through the decisions tab. Buildings are also automatically upgraded. Supports hive, machine and habitats. Comes with an extra option; Auto colony support building which builds 1 colony support building on every planet e.g. a clinic for regular empires.
  • Auto building upgrader: Automatically upgrades buildings on every planet.
  • Auto migration of unemployed pops: Automatically resettle unemployed pops to planets that have free jobs at a static cost of 100 energy per pop.
  • Auto exploration: Automatically survey systems by unlocking the automatic exploration option for science ships.
  • Auto construction: Automatically construct outpost, mining and research stations by unlocking the automatic construction feature. All vanilla influence cost reductions on outposts are considered.
  • Auto fleet attack: Automatically attack the nearest hostile fleets or starbases (that are within a neighboring system) with all fleets that are not within a system where there is a starbase with shipyards (to prevent newly built ships from engaging).
  • Auto army invade: 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 hostle planets, if the odds of success are favorable.
  • Auto planet destroyer: Automatically destroy the nearest hostile planet that is within a neighboring system.
  • Auto colonisation: Automatically build a colony ship and colonise the nearest planet with a chosen habitability or more (default: 60% or more).
All these options are accessible and can be enabled through an edict (where the planetary specialisation is under planet decisions once enabled).

Latest updates:
- Hive, machine and habitat support
- Colonisation percentage option
- Auto planetary specialisation colony support building
- Auto building upgrader
- Bug fixes

Currently in progress:
- Auto construction customisation
- Auto planetary specialisation unity buildings

Future development:
- Auto research
- Auto repeatable research
- Auto continuation of excavations.
- District support buildings for e.g. energy buildings, food buildings etc
- Auto upgrade of defence platforms

Plus extra automations 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 Austen

Compatibility:
- Fully compatible
- Save compatible

Other mods:
AI Game Performance Optimisation Fix
Feature Shuffle PlayStyles
Cleanse & Rebirth

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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Popular Discussions View All (3)
31
Oct 22 @ 11:04am
Bug Reports
RegiZero
26
Oct 19 @ 4:40am
Adjustments and ideas that should be considered
RegiZero
7
Oct 23 @ 11:24am
Your Custom Mod, I'll make it!
RegiZero
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85 Comments
RegiZero  [author] Oct 24 @ 3:34am 
@Oranosskyman Ohh yea... I was going to patch that, thanks for reminding me XD.
Oranosskyman Oct 23 @ 7:11pm 
today i learned that if a planet has an anomaly using auto-colonize will destroy the anomaly in order to colonize the planet and completely override the default "if this planet has an anomaly you cant colonize it" behavior
RegiZero  [author] Oct 22 @ 3:28am 
@Elesion Hmmm, well that's odd. I have just tested it and it doesn't seem to have any problems. It took 200 energy for 2 pops that were unemployed and it stopped. Not sure what's going on but you could try re-enabling it or restarting the game.
Elesion Oct 21 @ 8:05pm 
@RegiZero also autopop migration is broken also! Basically if there are no jobs available it just bounces the pops arround and drains all your energy credits in 2 months D: This happens in late game- especially if there are no ruler slots it just bounces him arround multiple times at the beggining of the month and drains the bank completely. Also love the mod btw, just needs some small adjustments to things like this!
RegiZero  [author] Oct 21 @ 11:20am 
@Elesion Ahh yes, you are correct. It seems that there was a small error; I'll update with a fix later today, thanks :).
Elesion Oct 21 @ 10:08am 
@RegiZero Is Auto colonizer broke? When I enable it and set the Habitable% it exits out the menu and nothing happens.
RegiZero  [author] Oct 21 @ 3:36am 
@CyberZe XD I know, just a reminder ;D.
CyberZe Oct 21 @ 3:28am 
I'm not complaining lol :D
RegiZero  [author] Oct 21 @ 3:26am 
@CyberZe Right sorry, I wanted to get the more obvious bugs sorted xd but I'll do that one next, most likely today :).
CyberZe Oct 21 @ 3:07am 
I was kinda hoping that this update will cure the bug I found, but sadly it didn't, biotrophies still break the game when auto migration is on.