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Сообщить о проблеме с переводом
Of course!
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⢰⣿⣿⣿⣿⡆⠊⢡⠀⠀ poggers
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im sorry lol
Just a note to add after more testing. If you have low amenities, there will be a little bit of a tug-of-war between the jobs. But it will maximize research if it can. This happens because when it has low amenities it takes a researcher and makes them an inductor, thus giving high amenities, so it then thinks it is now ok to take an inductor and make them a researcher, lowering the amenities and repeating the cycle. It behaves nicely if you have your amenities under control, and from a automation standpoint if you have a massive empire it is un-noticeable. It does bother me when I just watch the planet on fast forward though XD I am likely going to try to improve this system over time.
I think you're right! I've done two things and the system works much better now. First I moved the job to menial drones like you suggested, allowing it to be favorited over other menial drone jobs. And second I gave it equal weight and logic to the base maintenance drone. This makes it only outcompete research jobs if amenities are very low. To be exact, if amenities are less than 10, it will move a population into the job slot.
All this is making me realize how ramshackle Stellaris' automation is lol. Some of the stuff I am seeing in here is basically code-gore. I removed the frame limit so I could watch population fill jobs in the normal game at light-speed and it is...not good lmao.
@Daevinski
Reading you loud and clear. I think I have decided I am going to separate the funny stuff out when I get the chance. It's a pretty big endevor so I am likely to procrastinate it (just being honest) but I want to do it. Enough people have asked!
I am glad it helped!
I took a look at the Stellaris base code and hunter drones are low priority but they slowly become higher priority per 22 crime your planet has. While I could mod this to trigger faster, I avoid modding base game code because that causes mod incompatibilities (if two modders change the same vanilla game file it make game go boom lol). To alleviate the issue without overwriting the base game, I have buffed the Laminar Inductor job crime reduction to -8 crime per inductor. This should make controlling crime much easier.
Science is pretty important, I had the number low because I'm stupid, so I have bumped it up higher. Now nano-science jobs are equal priority to alloy jobs! As for the vanilla research buildings I can't touch those without doing terrible things to your game so if your building a science world you'll likely have to favorite the job XD
Please let me know if you have any more suggestions! I appreciate the feedback!
The update has improved a *LOT*, thanks! I've still noticed two little issues, though. Hunter-Seeker drone jobs are among the last to be filled, behind even amenity jobs. However, deviancy/crime rises naturally with population count, so even if you have enough amenities you'll still get deviancy. I was able to handle this on my own by marking the job as a favorite, but that meant I was unable to favorite the researcher job, which I also wanted completely filled. In the base game, it feels like there's some kind of system where crime/deviancy related jobs and amenity jobs are only filled as they become necessary. There's no need to micromanage clerks or maintenance drones as your population grows, they just fill in as your amenities start to run low. Am I just imagining things, or is that a system that exists but isn't implemented here?
Thank you so much! I'll try it out in a bit!