All the ai's seem to build 3 police houses on every planet. just sayin. maybe they shouldnt do that.
...
###################
# AI
###################
...
* AI empires will generally not build more than 2 buildings of the same type per planet
...
Sad that there still is no simple fix for Authoritarian faction wanting robots to have citizenship_ai_servitude rather than citizenship_robot_servitude
I think the devs keep glossing over this because they thought they fixed it (but didn't actually fix it). There were some patch notes on it way back last year.
It's a good thing it's easily fixable, but I'm getting tired of always having to do it every patch. All authoritarian empires in every game get shafted otherwise.
Can the devs just take our word for it and copy-paste this in the darn build already? It's not like proper QA was done when they "fixed" this the first time.
demand = {
title = "TOTALITARIAN_STRATIFICATION"
unfulfilled_title = "TOTALITARIAN_NO_STRATIFICATION"
desc = "TOTALITARIAN_STRATIFICATION_DESC"
fulfilled_effect = 10
unfulfilled_effect = -20
potential = {
exists = owner
}
trigger = {
owner = {
OR = {
NOT = {
any_owned_pop = {
NOR = {
has_living_standard = { type = living_standard_stratified }
has_living_standard = { type = living_standard_academic_privilege }
}
}
}
any_owned_pop = {
OR = {
has_citizenship_type = { type = citizenship_slavery }
has_citizenship_type = { type = citizenship_purge }
has_citizenship_type = { type = citizenship_robot_servitude }
}
}
}
}
}
}
The slave market is not a galactic market, it's another marketHi, not sure if this is the right place for this but had this pop up just now. Not really annoying, but could be if it continues.
View attachment 448801
Up until yesterday that last line was citizenship_ai_servitude.What do you mean? It does check for citizenship_robot_servitude and while I don't know when that specific line changed, I can see the file hasn't been modified since Jan 9th.
Code:demand = { title = "TOTALITARIAN_STRATIFICATION" unfulfilled_title = "TOTALITARIAN_NO_STRATIFICATION" desc = "TOTALITARIAN_STRATIFICATION_DESC" fulfilled_effect = 10 unfulfilled_effect = -20 potential = { exists = owner } trigger = { owner = { OR = { NOT = { any_owned_pop = { NOR = { has_living_standard = { type = living_standard_stratified } has_living_standard = { type = living_standard_academic_privilege } } } } any_owned_pop = { OR = { has_citizenship_type = { type = citizenship_slavery } has_citizenship_type = { type = citizenship_purge } has_citizenship_type = { type = citizenship_robot_servitude } } } } } } }
As far as the stuttering bug goes, it is still not fixed in 2.2.5 beta. I am not seeing any improvement over 2.2.4. It can still be observed on day 1 on default settings, no mods, etc. when moving the camera around on fastest speed.
I know there is a stutter once you unpause the game on day 1 when all AIs had to decide on their first action simulationeously and there were periodic stuttering on month ends, when the game runs a bunch of accounting. I doubt they can be completely eliminated.
But are those stuts critical? maybe there are more immediate concerns, like still sucky AI?
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job