Stellaris

Stellaris

Auto Upgrade Buildings [2.1]
Yandersen 24 May, 2017 @ 2:48pm
MOD suggestions & feedback
Sayle, such a lite auto-upgrading mod is a-must thing for Stellaris, IMO - the micromanagement is a senseless hell in this game, clearly an issue that must be solved. Your mod is almost perfect, I just wish 3 changes:

1) No need to expand the stock reserve choices so much - a 500/2000/5000 shall be sufficient enough, IMO.

2) Building availability for upgrade should be rechecked more often, IMHO, plus when edicts selected/deselected in case a player starts clicking this policy struggling to enforce the auto-upgrade which "does not seem to work for some reason".

3) Auto-upgrade of Science Labs should be implemented, actually. In it's best it should choose the less developed branch (a research type which income is smallest). If it upgrades 1 building on the planet at a time the result will be a perfectly balanced income of all 3 research types, which I am sure every player tends to achieve anyway.
In case checking the individual research incomes is impossible, make upgrades of Science Labs happen randomly and optional, controlled by a policy.
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Yandersen 29 May, 2017 @ 7:15am 
And one small simplification suggestion: instead of introducing 3 additional policies controlling the mineral stock reserve make the check based on the level of spaceport technology:
tier 1, tier 2 - 300 minerals;
tier 3 - 600 minerals;
tier 4 - 1200 minerals;
tier 5 - 2400 minerals;
tier 6 - 4800 minerals.
This will ensure the reserve is large enough so that the player always have enough to build the most expensive thing (a colony ship, spaceport or large ship). It is always possible to disable the auto-upgrade anyway, right?
Yandersen 29 May, 2017 @ 8:20am 
Originally posted by Sayle:
I'm unclear on how to call the current science values to use for determining science lab upgrades, and if a player has more advanced technology in one branch it can skew in any case.
1) Introduce 3 temporary counters - phys, soc, eng and run through planet buildings first summarizing the total research output of that planet;
2) compare the counters to find the smallest one - that will determine the branch the upgrade shall take (check the tech availability - if not available, no upgrade at all). The default (if the smallest counter can not be determined) should be engeneering, I think, since this branch is usually the most heavy.

Also note that it should be just 1 building scheduled for update per planet. This is most crucial for science buildings update.
Last edited by Yandersen; 29 May, 2017 @ 8:32am
CASH 13 Oct, 2017 @ 1:39pm 
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