Machine Government

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Author: Stone Cold Jane Austen

Last revision: 30 Apr, 2018 at 03:41 UTC (3)

File size: 163.84 KB

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Description:

This mod adds a new civic, Machine Government, to start the game with a combination of machine drones and organic citizens. The intent is to play as an AI built by an organic civilisation to run their government and industry. Think Rogue Servitors but with less of the Rogue.

I have erred on the side of providing more options to the player. If you think certain living standards or technologies are overpowered, you are free to not use them.

Random AI empires will not use this civic.

Features

Organic pops can be designated full citizens, slaves, residents, or undesirables. Purged species can be disposed of in a variety of ways, from displacement to neutering to extermination.

Depending on their rights, organics can be scientists, governors, admirals or generals – but only mechanical armies are available for construction.

Access to a range of living standards including Utopian Abundance and Academic Privilege, and food stockpiling and refugee policies. Machine Governments can also take part in migration treaties.

Access to the full range of habitability and genetic engineering technologies and ascension perks.

Limitations

Unfortunately, I cannot find a way to allow Machine Empires to trade food, as it appears to be hard-coded. However, AI-controlled empires will offer minerals or energy for food if they’re starving, so there’s that.

Bugs

I’m sure these exist, so let me know and I’ll do my best to fix them in a timely fashion.

I would like to point out that being able to give full citizens impoverished conditions is a vanilla option, despite what the tooltip says.

Known Issues:

  • Robots from conquered worlds have citizenship instead of servitude

Compatibility

This mod overwrites 00_actions.txt

The following files are partially overwritten:

  • species_rights.txt
  • 00_buildings.txt (farms 1 to 5)
  • 00_habitat_buildings.txt (hab agri bay)
  • 00_soc_tech.txt (farm upgrades and food replication)
  • 00_rules.txt (specifically, pop_eats_energy)

The following first contact events are overwritten:

  • action.1
  • action.100

Unfortunately I have not been able to find a way to get around overwriting these two.

Compatibility Patches

Core Game Mechanics: Buildings – restores machine government access to standard agricultural buildings as well as additional content, if enabled.

Credits

This mod began as a ground-up rebuild of Machines and Hiveminds Coexist by Terran538 to fix some issues around species rights at game start and a few other problems I found while playing
The parrots in the screenshots are from Splendid Parrot Portraits by Mr.Masakari and Field Marshall Spock

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.