Stellaris

Stellaris

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outdated: Autonomous Automation
   
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1.009 MB
28 Apr, 2021 @ 1:19pm
25 May, 2021 @ 7:26am
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outdated: Autonomous Automation

Description
outdated; only for reference reason.

Version 2.0:
  • reduced Automater Jobs to one, because the goal of the mod is somehow failed, when all the real pops work as Automaters
  • the Automater Job is autmatically removed, if there is nothing left to be automated (or not yet researched)
  • the Automater Job is there from the beginning (colonisation) of the colony, but its "productivity" grows with time, pop count and capital building (also its upkeep!) it comes back though, if that changes ;)
  • the clerk and maintenance drone techs are now tier 2 techs, but the probability, that they are created is greatly reduced
  • there is a decision to destroy all Autopops
  • the probability to migrate is greatly increased, because it is really annoying, if the "freed" pops pile up as unemployed
  • some small visual additions like a symbol for the production of Automaters

Description:
This Mod automates jobs over time so fewer and fewer pops are needed in old and developed planets.

I always wondered why so many people are needed for an economy, especially as technological advanced as you can be in stellaris.
With the new pop growth concept, which I really appreciate, because I hated the lategame lag, this idea came to mind again as a compensation for the lower pop growth later in the game; when the reduced pop growth kicks in, the automation starts to set pops free in the old worlds which then can migrate to new planets and have the same effect as newly built ones.

Features:
  • techs for several "standard jobs" that can be automated
  • with the first tech a dedicated "Automater Job" is unlocked that works very similar to the roboticist and that builds "Autonomous Automated Pops" over time. This pseudo pop is a special feature (deposit), that has the equivalent output of the job it replaces and "removes" this job. It also has an upkeep, normally energy. (Hive minds differ)
  • This job is created for every 20 pops a planet has and upgraded capitals also create some as older a colony gets, it gets additional automaters (25/75/150 years)
  • There is a policy to deactivate all automaters in the empire or you can use decisions to deactivte it on planet basis. There are rarely situations, where this makes sense, though.
  • Robots and Machines can migrate. That is important, this mod wouldn't work for these empires otherwise

Compatibility
Most of the mod is really compatible to everything, but there are some exceptions;
  • I overwrote "migration_control_no" to make robots and machines able to migrate
  • also overwrote the game rule "can_pop_auto_migrate", same reason
28 Comments
GnoSiS 23 Nov, 2021 @ 4:14am 
Update?
Boisegangpc 25 May, 2021 @ 11:16am 
@Maxx4u Primarily to counteract how pop growth operates in 3.0. The Automation allows for empires to grow their economy without needing to grow their population, freeing up slots on their older colonies. I play with Gigastructures so it's also a pretty decent way to free up pops to inhabit ring worlds or habitats.
Maxx4u 25 May, 2021 @ 9:37am 
As far as I've just seen, the automater builds normal residents.
So what are the further research for? The normal citizen can be used as anything anyway.
Avatarx 15 May, 2021 @ 8:27pm 
Yeah, it would be nice to remove the automation, it's killing my food production, and considering I'm using a mod that turns my stuff organic, it's really causing a bottleneck for me. Any idea when the next update will come out?
Persepheus  [author] 15 May, 2021 @ 12:46am 
@Avatarx Hm, ok, I didn't expect that someone would like to remove them, because they are kind of additional pops. Currently you can't. I will add a decision in the next update :)
Avatarx 14 May, 2021 @ 6:05pm 
Hey I stopped automation, but the automation features aren't going away. This has kinda hurt my economy, considering that my population are specialized in farming. How can I make the features go away?
Boisegangpc 12 May, 2021 @ 8:07pm 
An additional suggestion would be the ability to toggle which jobs can be automated; the menu currently allows prioritization of which one, but for some planets or areas, you may not want to automate specific jobs, such as Researchers or Entertainers.
Boisegangpc 12 May, 2021 @ 4:46pm 
I'd also suggest adding an "Automation Assembly Plant" building (limited to 1/planet). Relying entirely on time passing when you first found a colony doesn't really feel great. Perhaps it could require the "Droids" technology and some other AI technologies, similar to how Auto-Research does.

Because of how the economy in 3.0 has more Specialists than Workers, and how pop growth works, getting automation online for empty worker jobs feels really critical. Even if it took Alloys and Energy to upkeep, it would be a nice way to work on getting base resource "jobs" active.
Persepheus  [author] 10 May, 2021 @ 2:11pm 
@Boisegangpc That is probably a good idea. I will add that to the next bigger update
Boisegangpc 10 May, 2021 @ 8:03am 
The only real suggestion(s) I have is to fork the Migration Override into a seperate submod and to rename the "Automater" job to "Automation Engineer" or something like that. Otherwise, it seems like it's a neat mod.