Primitive Robots

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Author: Violent Beetle

Last revision: 10 Mar, 2019 at 18:41 UTC (12)

File size: 128 KB

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Description:

To celebrate 1.8.0 Capek update and Synthetic Dawn DLC, allow me to intoduce Primitive Robots mod. Maybe it should’ve called "Primitive Machines", but Robots sounds better.

WARNING: This mod required Synthetic Dawn to work. Without it installed, it will do nothing.

SECOND WARNING: It appears the base game has developed a pretty serious bug that makes observation-related triggers not work properly. Until it is fixed, you won’t be able to see observation post events, even as I add them.

Synthetic Dawn introduced machine evolution into Stellaris, yet pre-FTL machines remain unrepresented. This mod intends to remedy this. On game start it will seed galaxy with primitive systems. They are less likely to spawn than organic primitives and their number is capped at 10. Additionally, machine Ring World, Sol and Deneb might sometimes spawn:

  • Ring World (Name randomized) will spawn on game start in 20% of the games. Most of it is ruined beyond repair, but two segments are occupied by robots. They have special names, but otherwise randomized.
  • Sol – if on the second day Sol doesn’t exist, there’s 50% chance it spawns with Earth as a tomb world occupied by robots. Robots are picked out of 6 possible unique name-portrait-traits combos.
  • Deneb – if on the third day Sol exists and is not populated by primitive humans, but Deneb does not, a system based on Commonwealth of Man’s starting system and backstory spawns with 30% chance. Unity is renamed and is populated by randomized robots with unique name.

Despite their contact appearing in "Others" tab, they handle roughly like primitives. Observation outpost can can be built above them and conduct different missions:

  • Passive and Agressive observations: Same as with organic primitives, but produces engineering
  • Salvage components: Abduct and recycle large number of robots until they all gone. Costs 2 energy per month, produces 8 minerals.
  • Framework upgrade: Give robots more self-awareness and FTL capabilities, turning them into a protectorate. Empires that have synth technology researched can choose to give robots individuality, turning them into synth empire that shares overlord’s ethos. Everyone else will only be able to create machine empires. Costs 5 energy and engineering monthly
  • Repurpose the robots: Hijack robots, forcing them to join your empire. If you yourself is not a machine empire, they will turn into robot worker (droids or synth). Costs 5 energy and engineering monthly

Alternatively you can conquer them. Empires skilled in robotics can annex them (Converting into robot workers if needed). The less you know about robots, the more likely you accidentally destroy them all, gaining minerals and giving the planet a useful modifier, but failing to annex it outright.

Failing that, they will eventually reach FTL on their own or destroy themselves, like organics.

COMPATIABILITY
The mod is overwriting vanilla outpost missions in order to prevent them from appearing over machine worlds. Those relying on vanilla missions being always available might experience missing missions. Mods that don’t create new country types for primitives or have their own missions should not be affected

COMING SOON

  • Improved texts – once I get a hold on native English speaker
  • Expanded events – including a stroryline to discover the fate of machine creators
  • Grafics – alas, I have no artistic skill whatsoever. I hope one day I find someone who’d help me with buttons
  • Companion mod – Primitive Hive Minds

POSSIBLE ISSUE
It is possible that your newly acquired pop refuse to work, claiming it’s being purged, while it is not. Move it to a different tile and it will reconside. Please, report if you encounter this issue.