Machines & Robot Expansion Continued
– Works with Stellaris 3.10 and 3.11
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!
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:
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.
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When our empire’s leader becomes outdated, it will be necessary to retrofit bigger and better modules to govern and conquer.
** New in Continuation **
We shall make machines of the world..
Machine Empires can transform their worlds into one of 3 specializations.
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.
Commencing Liberation Protocol..
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.
To trade with other empires, our Machine society has created a special ship for this task.
And back again!
Loading yesterday’s personalities into tomorrow’s shells..
We have used our Machine intelligence to emulate psychic waves and can touch the Abyss.
15 Civics
13 Ascension Perks
3 Origins
30 Technologies
20 traits
WIP: Read the full overview of features here [github.com]
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)
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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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.
🐛 Add your bug reports here 💭 .
💡 Add your suggestions here 💭 .
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"
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.
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.
– 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:
Stellariscommoneconomic_categories 0_common_categories.txt
Overwritten Codes:
– pop_category_drones
– pop_category_workers
– pop_category_specialists
– pop_category_rulers
Stellariscommongame_rules 0_rules.txt
– can_release_vassal_from_species