Stellaris

Stellaris

Automate 100% Worker Pops
16 条留言
giimer 10 月 25 日 上午 11:37 
Is there an analogue of this modification for the 3.* version of Stellaris?
giimer 10 月 15 日 下午 12:17 
I confirm. You can't prohibit the growth of the main race, but you can order it on every planet.

Another option is to play with two races (slaves, robots) and colonize new worlds only with slaves.
FireDefender 10 月 15 日 上午 7:39 
I believe you can disable pop growth on a per-planet basis with a planetary decision. I don't think you can disable pop growth for your primary species through policies.
Greendwarf  [作者] 9 月 18 日 下午 2:13 
giimer, I'm not sure what the best way to stop pop growth is. If you go to policies, you can set population restrictions.
Greendwarf  [作者] 9 月 18 日 下午 2:06 
Otherwise, as giimer suggested, you could go into the mod > automation_worker > common > buildings > z_worker_automation.txt and changing the: planet_modifier = { district_automated_workforce = # } to whatever percentage you want the workforce to be automated.
Greendwarf  [作者] 9 月 18 日 下午 1:57 
Gake, that is a good idea and that is something I absolutely can and will do.
giimer 9 月 16 日 下午 3:51 
You can edit z_worker_automation.txt yourself
Gake 9 月 16 日 下午 1:54 
Any chance of a 80% version? I want miners to still exist, but really like the idea behind this mod :P
giimer 9 月 8 日 下午 2:04 
Thank you very much, this is a good mod.

Please remind me the easiest way to completely disable villager reproduction. This is now the correct strategy
Rook1830 8 月 27 日 上午 12:30 
saw this mod and instantly thought (this would be perfect for a civic, or origin that AI's wouldn't pick since I feel like this could destabilize or de-balance an ai empire anyway 10/10 mod)
TrueWolves 8 月 22 日 上午 3:53 
That too, though, should get easier with development if development outpaces expansion.
TrueWolves 8 月 22 日 上午 3:53 
The larger size penalty I've head canoned as not being harder to research things, infact you generate more research with more stations and pops, but the extra cost of implementing that research across an empire where interstellar travel can still take days. This also explains why stealing the tech and research pacts only give percentages of the research. You have access to all of whats possible and how to do it, but still need to procedurally and insdustrially begin implementing it.

Ship part factories need to be modernized, new mining techniques need new tools and infrastructure, etc. More empire = slower beaucracy distributing it. Its also why most admin size reductions speed the process up.
Greendwarf  [作者] 8 月 22 日 上午 1:37 
Couldn't agree more, we could do with a Stellaris II with more polished features and multi-core processing.
I think our IRL world has filled about 13% of blue collar factory jobs with machines, definitely not hard to imagine an ftl civilisation, let alone a late game ftl civilisation, could replace more of these jobs.
I find it hard to believe that a larger empire makes it harder to research technology, I'm working on a mod that would give you the option to adjust empire size as a multiplier (x0.75, x0.5, x0.25, x0) in the game creation menu, so you can choose how harsh the empire size penalties are.
TrueWolves 8 月 21 日 下午 2:58 
Ahh, that tracks then. To be honest, you'd think a late space age society could figure out automation to at least a more significant level than exists in game. :steamthumbsup:

I hope someday Stellaris becomes more stable or an effective competitor surfaces. The dev ideas have been great but Paradox as a studio has not cared for sustainability.
Greendwarf  [作者] 8 月 21 日 上午 10:29 
You're correct! A big issue in late game however is the pop growth grinding down to a slow crawl at best, often leaving thousands of jobs unfilled. More often than not, the unfilled jobs are the worker jobs which are the backbone of your economy. As your empire expands the demand for resources increases but the pop growth does not meet the demand, often times people overcome this by overriding the pop growth scaling but end up contributing to the end game lag. This is supposed to be a clean fix for these issues.
I see your point and I should advertise this more as a fix for vacant worker jobs as a result of end game pop growth scaling...
TrueWolves 8 月 20 日 下午 6:22 
Except pops don't affect the cpu nearly that much anymore. It's ships. A million pops and a thousand pops of the same strata are handled by the code about the same amount. Pops only slow down the game if you have tons of different species worth of pops or tons of modded jobs.