Stellaris

Stellaris

Autocolonize Habitats and Ringworlds
Showing 1-10 of 11 entries
< 1  2 >
Update: 18 Apr, 2021 @ 8:10am

Stripped out functions that are now in vanilla

Removed file overwrites

Handed habitat control back to the AI to give the new economy AI a chance to rpove itself

Update: 4 Apr, 2020 @ 7:34am

Updated for 2.6.*

Update: 1 Mar, 2020 @ 5:55am

* Fixed an error-spawning typo in species selectio, thanks 17blue17!

* Redid the habitat district AI to be a bit less build happy
- AI will now splash trade sectors on neutral and research habitats if low on energy

Update: 25 Oct, 2019 @ 2:03pm

Updated to 2.5.*

Update: 21 Oct, 2019 @ 11:36am

Updated to 2.4.*

Update: 3 Aug, 2019 @ 11:22am

Added policies to allow greater control over pops used for automatic colonization

Added policy to turn off automatic colonization

Improved AI habitat district construction logic

Changed some backend stuff about how automatic colonization is handled

Update: 27 Jul, 2019 @ 3:35pm

Fixed Habitats and Ringworlds being colonized by pops who shouldn't be allowed
- Huge huge thanks to everyone at the Stellaris Modding Den discord for their help with this

Improved (hopefully) Habitat district building AI
- less likely to get into a weird state where they don't want to build any districts

Improved (hopefully) Habitat and Megastructure budgeting
- added minimum food requirement
- increased influence threshold for Habitat budget

Update: 22 Jul, 2019 @ 11:54am

Thumbnail

Update: 21 Jul, 2019 @ 11:22pm

AI will no longer save for habitats when they don't have the tech

Update: 21 Jul, 2019 @ 2:53pm

Forgot to do the influence budget