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The Kombinator

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Dec 15, 2017
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Someone said "The planetary automation settings are pretty competent ".

Well. Let see how "competent" it really is. All mods disabled. Console commands used to speed up stuff. This one is for conventional organic empires with the 4 basic resource automation. Considering the FACT, that ecunemopolis can provide a boatload of alloys, and consumer goods a good majority of your conventional colonies should be either energy, or minerals.

auto1.png

As you can see each planet is put into sectors, and each sector, and the global are provided with plenty of resources. Each planet is manually designated for the role it's meant to go with. Now let see a bit later stage.

auto2.png

Okay so the basics are working. Later it built more designated district, and some good early buildings. I say, that for early development. It does a good job. Now let see what happens when planet gets a bit crowded.

auto3.png

auto4.png

As you can see it started to overproduce amenities like HELL. As a warrior culture empire this might not be such a bad idea. If my alloys weren't gone to negative because of it. It also built the same number of housing building. For the agri world it could have just build more city districts instead, and for the rural world it was more, than enough housing from the city districts without it.

Now let see how a refinery world went on.

auto5.png

I think the system misunderstood. I wanted this planet to be used for "refinery", and not "trade". Now using my common sense refinery world should start similar to rural worlds with no city stuff beside a bare minimum, then used refinery buildings for the free slots, and fill the gap with something. Like this:
manual.png

Enough city district to have housing, trade centers to fill the gap, can be reduced once upgrade is done for more refineries, gene clinic+robot assembly for maximum population grow. Robot assembly can be replaced, if no more jobs available for them assuming, that they are not synths yet. Refineries should also react to what is actually needed most, and not placed randomly.
 
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the ai is still a bit questionable, but it's better than it was in 2.2. admittedly that isn't saying much
 
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i switch automation on but just feed the shared pool 10 minerals/month. that way the AI can help a little but not do too much damage
 
Odd thing is, on the wiki it shows that planets have a set in stone automation build order (as long as it's not in a sector that has a focus) that's, although subpar, it is at least semi-useful. Did it just actively ignore it to build whatever?
 
Odd thing is, on the wiki it shows that planets have a set in stone automation build order (as long as it's not in a sector that has a focus) that's, although subpar, it is at least semi-useful. Did it just actively ignore it to build whatever?
I've noticed some odd behaviour with refinery worlds, specifically. IIRC some of the files are currently mixed up? Not sure. Files for some ringworld types are just outright missing, too.

Also if you turn on sector automation it supercedes planetary automation and is still super useless.
 
I've noticed some odd behaviour with refinery worlds, specifically. IIRC some of the files are currently mixed up? Not sure. Files for some ringworld types are just outright missing, too.

Also if you turn on sector automation it supercedes planetary automation and is still super useless.

Is that new since 2.7? 2.6.3, planet automation took precedence and it worked okay.
 
Odd thing is, on the wiki it shows that planets have a set in stone automation build order (as long as it's not in a sector that has a focus) that's, although subpar, it is at least semi-useful. Did it just actively ignore it to build whatever?

Even if that's how it supposed to work it is very far from anything "competent", and the build order used by default is hardly a good one in this case. The actually competent way would be having a short list of buildings, that helps with the said resource, and a secondary rule set, that decide what to build, if the primary build order done. The secondary rule set would try it's best to keep the materials above a certain "bare minimum" desired income, and once that met, then it would start focus on getting a higher value set, and if that met, then goes for research. Or even better, if we could set a secondary focus, that cannot be energy, or mineral production. Because these are highly dependent on the available districts.

For bare minimum i would set alloys, and energy +10, minerals +20, everything else +2. Now that food is nerfed that also goes down to the let's keep enough to be positive.

Higher value set: energy +100, minerals +50, food +10, alloys +100, consumer goods +5, strategic resources +4

Keeping amenities, and housing above 0 would go as an exceptional priority. So if amenities are low, then build something to deal with it regardless of what's next in build order. Same for housing. If all building/district slot used, and no more building can be upgraded, and all job filled, then start population control, and cease robot assembly. Maybe even mark the planet, that it is complete unless player decides, that it is not.
 
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the ai is still a bit questionable, but it's better than it was in 2.2. admittedly that isn't saying much

Machine empire even worse. If you got uncanny robots, then its complitely neglects amenities going into the rebelling state, also fridge worlds build farms too. With 0 food consumption. So basically you are forced to use either energy, or mineral focus, and must manually build up nexus districts to have enough maintenance drone jobs, and put it into favorite. But wasn't automation meant to build up stuff without my interference?
 
Do AIs dismantle or replace buildings, ever? If so, they could be building for current needs. But I am giving the AI way too much credit.

And if they don't, I want to vomit at that not 2, not 3, not 4, but 5 amenities buildings. Oh my g...
 
Do AIs dismantle or replace buildings, ever? If so, they could be building for current needs. But I am giving the AI way too much credit.

And if they don't, I want to vomit at that not 2, not 3, not 4, but 5 amenities buildings. Oh my g...

No but it loves to upgrade existing stuff. So if a planet is fully built, then you can leave the upgrades to it.
 
I generally just ignore the AI building system, even if it worked i never trust an AI to do something as well as i can, and in my experience i can outdo an ai at almost everything. Excluding the starcraft AI which hands me my rear regularly, but starcraft is a very different type of game.

My policy is to take a few minutes every ten late game years to go through my planets and fix any issues. it only takes a few seconds to check a planet and see if it can be improved. it does add up later on when it comes to checking a hundred of them but doing it that way keeps micro to a minimum. i like to have a bunch of unused worker jobs available, clerks and the like on my specialist worlds so if that i don't pay attention for a while there's no unemployment issues. this means i don't need to resettle quite as much since resttlement is one of my least favorite tasks. I am firmly in the camp that greater than ourselves shouldn't be locked behind the gc, it's amazing but getting it takes forever since you usually need to be strong enough to overrule the whole galaxy, which can take till end-game start on harder difficulty or during rp runs where you play sub-optimally deliberately.
 
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