Machines & Robot Expansion Continued

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Author: Openly Retro

Last revision: 30 Apr at 21:15 UTC (1)

File size: 164.02 MB

On Steam Workshop

Description:
Stellaris v3.11.* Compatible

– Works with Stellaris 3.10 and 3.11

Acknowledgements

This mod is a continuation of XVCV’s "Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.

Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.

This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!

Core features of Machine & Robot Expansion

This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!

TL;DR
– Start as non-gestalt Robots (Mechanical Origin)
– Edit ruler traits, councilor traits, build leader with traits you pick
– Automated machine worlds that don’t require pops to run
– Switch from gestalt to non-gestalt Machines via AP, also swap out DE/DA/RS
– Machine Leaders revive after dying (backup trait)
– Bio-mechanical ascension
– Release Machine vassals
– More info below

Just some of the things you can do with this mod:

Leader Assembly

Assemble machine leaders using a unique GUI interface. (Paragons DLC required)

No longer limited to selecting drones that meet eligibility requirements, our Machine empire fashions specialized leaders, taking advantage of the modular nature of technology.

Ruler Modification

Add or remove traits as desired with a GUI interface. (Paragons DLC required)

When our empire’s leader becomes outdated, it will be necessary to retrofit bigger and better modules to govern and conquer.

Councilor Node Editor

** New in Continuation **

Transform worlds into fully automated "Auto-Machine worlds"

We shall make machines of the world..

Machine Empires can transform their worlds into one of 3 specializations.

Ascend to a new bio-mechanical hybrid species

We will breed a mixture of biological and mechanical kinds. This species with limitless potential will be the symbol showing pinnacle of our biology and engineering.

Declare total war on the galaxy. Or instigate Machine Uprisings

Commencing Liberation Protocol..

Start as a non-gestalt Robot empire (Mechanicals)

Two non-Gestalt origins, one with and without a custom Mechanical world.

Also, Mechanical/non-gestalt Robot empires can transform their colonies into a "Virtual Reality Server" which boosts trade and empire-wide amenities.

After they ascended as synthetic beings, our ancestors had shaped this world into a mirror image of themselves, something more… mechanical.

Expand machine empire economy with a Merchant Machine civic

To trade with other empires, our Machine society has created a special ship for this task.

Unplug from the unified machine consciousness, becoming non-gestalt

And back again!

Download destroyed leaders into new bodies

Loading yesterday’s personalities into tomorrow’s shells..

Reach into the Abyss..

We have used our Machine intelligence to emulate psychic waves and can touch the Abyss.

And more!

15 Civics
13 Ascension Perks
3 Origins
30 Technologies
20 traits

Documentation

WIP: Read the full overview of features here [github.com]

DLC Requirements

Minimum DLC Requirement: Synthetic Dawn

If you have GALACTIC PARAGONS:

– Unlock Leader-Building GUIs and Ruler-Building GUIs

If you have UTOPIA:

– Unlock Mechanical Origin (non-gestalt Robot)

Future DLC requirements

I will do my best to make sure no further DLCs are *required* as more content is added to this mod.

But some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.

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This is a Beta release

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Some things may not work as expected, but most things are working. Expect some missing tooltips, and some bugs here and there as I work things out.

Bug Reports

🐛 Add your bug reports here 💭 .

Suggestions

💡 Add your suggestions here 💭 .

Say hi (optional)

To chat anytime and follow development updates, and ask questions, visit the machines-robots-expac channel in the Stellaris Modding Den discord. [discord.gg] Look for me, "Openly Retro"

What’s next?

Ongoing:

– Carefully catalogue existing issues and develop fixes
– Address balance issues & player-reported issues

Planned:
– New origins and playstyles
– New storyline
– Adopt abandoned machine-based mods and assimilate them

I am currently organizing the work into milestones on Github. These will be future releases of the mod. Check out the milestones here. [github.com]

Update schedule is 2-3 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.

Artwork Credits

I’m very grateful to the artists below for permitting use of their art in this mod!

Digital Circuit, by XxAries1970xX [www.deviantart.com], used for the Source Code Reprogramming event-related banners.

Compatibility

– Players on 3.10 will see trait tooltips from 3.11, so some won’t be accurate for 3.10.

Be aware of the following overwrites:

Overwritten Vanilla Files

Stellariscommoneconomic_categories0_common_categories.txt
Overwritten Codes:
– pop_category_drones
– pop_category_workers
– pop_category_specialists
– pop_category_rulers
Stellariscommongame_rules0_rules.txt
– can_release_vassal_from_species

Download
Required DLC:

These DLC should be installed in order to use this item.


Stellaris: Synthetic Dawn
Revisions:

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