Stellaris - Stellaris 3.5.3 [c1ba] - Planetary Automation not upgrading capital buildings

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OPPenguin

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Nov 24, 2022
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Description
Stellaris 3.5.3 [c1ba] - Planetary Automation not upgrading capital buildings

Game Version
3.5.3

What version do you use?
Steam

What expansions do you have installed?
All DLC

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
With planetary automation, none of the colony designations that I tried would automatically upgrade the capital building. It would happily upgrade all the other buildings, but the capital would remain at whatever level it was when I enabled automation no matter what.

On a lark I created a simple mod pack that explicitly listed every capital building as a building priority, all 19 of them I could find, for Industrial Worlds. Those worlds would upgrade their capitals, but not any of the others.

I then started a new game with no mods of any kind, and used the console to give myself a bunch of ships, resources, and pops to demonstrate conclusively to myself that the capital building would not upgrade.

Attached is the mod and the save file. The save file did not have the mod active.

Steps to reproduce the issue.
Enable planetary automation, wait. Capital buildings will remain non-upgraded.

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  • Vanilla Automation.zip
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Last edited:

hart30

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Noticed this too. I initially believed it doesnt upgrade any buildings until i noticed, at least some getting an upgrade after manually upgrading the administrative building. However even with that upgrades only seemed to happen very sporadically.
 

OPPenguin

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Noticed this too. I initially believed it doesnt upgrade any buildings until i noticed, at least some getting an upgrade after manually upgrading the administrative building. However even with that upgrades only seemed to happen very sporadically.

What I think is going on is that it upgrades buildings only when there are no extra jobs available.

What I think needs to happen is a a category needs to be created for "priority" decisions that are less urgent than "emergency" decisions, like building housing or pop assembly buildings, but more urgent than the normal build list. That way, if a building is available for upgrade it will prioritize it and do it immediately, and only if there are no jobs available and no buildings to upgrade will it make something new. Put capital buildings right at the front of the list, and things will all work out nicely.

If "priority" events have a system of determining relative weight for the different upgrades in a way that multiple mods can seamlessly add to, even better.
 

hart30

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Thats pretty bad. Some jobs like clercs and maintenace drones get auto-depriorized. Meaning they wont get filled. Meaning unemployment explodes while unemployment explodes, even after manual upgrade of the administrative building.
 

OPPenguin

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Thats pretty bad. Some jobs like clercs and maintenace drones get auto-depriorized. Meaning they wont get filled. Meaning unemployment explodes while unemployment explodes, even after manual upgrade of the administrative building.
This is not part of the bug. You can turn that off and it auto-deprioritizes based on current needs. It will re-prioritize them in order to keep amenities positive. If it's short on jobs, it makes more constructive things.
 

hart30

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Yeah, it really hampers my use of planetary automation overall as without administrative building upgrading the planets get developed wrong. Can confirm it wasnt fixed during the whole beta phase and now is lingering in the 3.6 release.