Please Please Please! Give us and upgrade all buildings button!

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

RgZera

Second Lieutenant
16 Badges
Apr 17, 2016
102
55
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
2 mods will solve all your problems.

Autoupgrade mod that lets you set edicts to upgrade buildings, buildings witb influence cost, autoenslave people on food or minerals AND for the very lazy autobuild (i dont recommend the last).

So basically you place the buildings and pay close attention to developing BUT when mid game comes and you have a war to win and you dont need to build ships you activate the edict and it does everything for you.

If you need ships then queue them and activate.

If you placed your buildings in a nice ratio you will have a good amount of resources even after the uprgrades (given you dont have lvl 4 energy but only lvl 2 mining or vice versa but thats your fault really)

The other mod is core sector planets 50/100.

With these 2 mods i can easily manage 50+ planets and i know for a fact i placed each building myself and my economy should be perfect without all the boring micro.

The only things the mod needs is a treshold of resources above which it upgrades so you can leave it on at all times and still have enough for personal use.
 
  • 1
Reactions:

Lord Milutin

Major
21 Badges
May 18, 2016
766
635
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
2 mods will solve all your problems.

Autoupgrade mod that lets you set edicts to upgrade buildings, buildings witb influence cost, autoenslave people on food or minerals AND for the very lazy autobuild (i dont recommend the last).

So basically you place the buildings and pay close attention to developing BUT when mid game comes and you have a war to win and you dont need to build ships you activate the edict and it does everything for you.

If you need ships then queue them and activate.

If you placed your buildings in a nice ratio you will have a good amount of resources even after the uprgrades (given you dont have lvl 4 energy but only lvl 2 mining or vice versa but thats your fault really)

The other mod is core sector planets 50/100.

With these 2 mods i can easily manage 50+ planets and i know for a fact i placed each building myself and my economy should be perfect without all the boring micro.

The only things the mod needs is a treshold of resources above which it upgrades so you can leave it on at all times and still have enough for personal use.

Actually, that same mod for auto-upgrading also offers sector limit to 1000, it is also in the form of an edict. :)
 

heliostellar

Field Marshal
102 Badges
Dec 29, 2005
7.172
4.416
  • Europa Universalis IV: Cossacks
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Semper Fi
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Victoria 3 Sign Up
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
  • Europa Universalis III Complete
  • Majesty 2 Collection
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
till now there is a Auto Upgrade Mod in Steam Workshop that works ok. For Core Planets.

Doesn't it only need to work for core planets? One for sectors would be redundant.
 

Lord Milutin

Major
21 Badges
May 18, 2016
766
635
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
Yeah you are right it was the last update. i just saw it today haha 1 less mod for me <3 i always love it when people merge mods together.
Yeah, I love that too.
Now if only Paradox would somehow implement some of the essential mods into the game, it would be awesome. It really saves you thousands of clicks.
 

RgZera

Second Lieutenant
16 Badges
Apr 17, 2016
102
55
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
From my perspective id prefer paradox to take all the mods that add functionality and simply integrate them. And if its sth that not everyone would want then they still integrate but put a box there and you can decide if you use it or not. I dont think options ever hurt
 
  • 1
  • 1
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
I understand what you're after, but adding an 'upgrade all' button has some issues that don't necessarily have clear-cut answers. Here are a few examples;

- In what order should the planet upgrade all the buildings? Bet you'll be cross if it upgrades all the mines when you need energy, or power plants when the planet is starving.
- What does the button do if you currently cannot afford all the energy/minerals/influence necessary to 'upgrade all' existing buildings on a planet to maximum?
- What does the button do if you don't have all the techs necessary?
- Should the first planet you press this button on be the one that becomes your Empire capitol (you can only have one in your empire)
- How does it cope if it cannot build the 'highest' level building (since it's not the capitol, and the highest tier mines/farms/etc are reserved for that world only)?
- Should it ever queue buildings that require strategic resources?
* good question about order. Maybe having a "upgrade all similar" would be good enough? When in doubt, from lowest tier to highest.
* good questin. Maybe some sort of "auto queue when the queue when teh queue runs empty"?
* if there is nothing to upgrade, there is nothing to upgrade. If that is due to tech of Capitol limits does not mater
* Empire-Captal complex is now properly limited to the original Capitol only (1.1.0 changelog)
* see 2 above
* Naturally. Since you already have placed those buildigns manually, they already consume the resource. Upgrading them does not increase that cost, only the yield.

I'm interested on this mod/edict. Will it expire at the ten-year mark like the others?
Nope, custom Edicts do not need a timeout.
Rally points uses that for example.

However any mod that adds or modifies edcits will naturally break Ironman/Archievements. So a native option would still be nice.
 
  • 1
Reactions:

Teemo AD

Recruit
22 Badges
Jun 11, 2016
1
0
  • Cities: Skylines - Green Cities
  • Stellaris: Necroids
  • Empire of Sin
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Stellaris: Apocalypse
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Mount & Blade: With Fire and Sword
  • Cities: Skylines
Was about to make a post when I found this one.... This needs to happen, sometimes I just put the game down because of that, it gets annoying fast.... I usually have 7-9 colonies per game, and all have at least 18 boxes. Upgrading automatically would be a life changer.
 

OdinTGE

Colonel
64 Badges
Oct 29, 2011
983
550
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Holy Knight (pre-order)
  • Cities: Skylines Deluxe Edition
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Warlock 2: Wrath of the Nagas
  • Europa Universalis IV: Res Publica
  • Magicka
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Crusader Kings Complete
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Pre-order
  • Stellaris: Nemesis
  • 500k Club
  • Warlock 2: The Exiled
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I am not finding this mod people keep talking about that has the auto-upgrade edict. Please halp.

Found it. "Auto improve buildings ENG/RUS/FRA"

I was looking for something involving "upgrade"...
 
  • 1
Reactions:

Snall

Acid Tester
27 Badges
Jan 6, 2001
1.673
5
www.wtfman.com
  • Crusader Kings II
  • 500k Club
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Europa Universalis: Rome
  • Magicka
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III Complete
  • East India Company
  • Hearts of Iron III: Their Finest Hour
  • Deus Vult
  • Hearts of Iron II: Armageddon
  • Victoria 2
  • Hearts of Iron IV Sign-up
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Pride of Nations
  • 200k Club
  • Rome: Vae Victis
  • Supreme Ruler 2020
  • Europa Universalis III Complete
  • Europa Universalis III Complete
There's a VERY easy solution to this (I think) - have a button on each building slot/site on a planet that is an auto-upgrade checkmark - when checked the building will upgrade as soon as it can. If you're doing this order probably doesn't matter but you could have a 1/2/3 for types of buildings that upgrade first (Like power/minerals/research).