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The Butlerian Jihad
   
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31 Aug, 2019 @ 11:07am
28 Feb, 2021 @ 3:29am
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The Butlerian Jihad

In 1 collection by Maniac
Planetfall Compatible Mods
19 items
Description
Have you ever wanted to roleplay spiritualists without feeling forced to build robots, because they're just so damn good? Or do you want to add a little spice of Dune to your game? Then this mod is for you.

It adds an origin civic (meaning it can't be added or removed after the game has started), which makes it impossible for you to build or own robots, but gives you other benefits in return. The highlights are:

- A Butlerian Jihad casus belli which lets you declare total war on Machine Empires, empires having gone down the Cybernetic Ascension Path, and empires with synthetics with full citizenship rights;
- +15% ship fire rate when fighting one of these empires;
- Has to purge robots, gets up to 125 alloys and 250 unity per robot purged;
- Unity production increased by 30%.

Feedback on the numbers is always welcome. They may seem quite high, but keep in mind the civic has to be competitive with something like Mechanist, who compared to you has +66% pop growth from day one.

For the most fun playthrough, it may be best to force spawn a couple machine empires. Stellaris allows you to force spawn custom created empires, but not their own prescripted ones. The trick around that is to edit and then immediately save the empire. Voilà, you've got a copy you can force spawn.

This mod should be compatible with most other mods, including Planetfall. It only changes the following vanilla entries:

- The Flesh is Weak Ascension Perk
- Game rules on adding claims, and resettling pops
- The Artificial Intelligence and Robot Pops Policies

Have fun!
34 Comments
Tnynfox 19 Mar, 2021 @ 6:39am 
Can I copy-modify this as part of my upcoming Machine Cult mod? I want this to be the sworn enemy of Adeptus Mechanicus everywhere.
Inny 28 Feb, 2021 @ 8:22am 
Your mod is now supported by The Merger of Rules .
Inny 28 Feb, 2021 @ 7:44am 
It will, thank you.
Maniac  [author] 28 Feb, 2021 @ 3:31am 
I had taken a couple months long break from Stellaris, so some of my mods were/are outdated.

As per your request, I have added a global flag now: m_jihad_enabled
I hope it's still useful for you two weeks after you asked for it. :-s
Inny 14 Feb, 2021 @ 4:47am 
Hi, can you set up a global flag for this mod so I can detect it for a compatibility patch please?
Thanks.
Crazy Old Texan 15 Sep, 2020 @ 1:43pm 
Love all the Dune stuff. Thanks for this.
LittleRaskol 21 Jun, 2020 @ 11:35am 
In terms of origin vs. locked civic, what might make sense is this:
- Leave the civic as-is, with all the diplomacy and war options/limitations.
- Add an origin that reflects what the homeworld might look like after defeating an AI uprising, maybe with special "scrapped robot" deposits or something, or even spawning a hostile "refugee" AI empire out in space somewhere, and suggest that it's designed to be paired with the Butlerian Jihad civic without explicitly requiring it.

This allows players to do both, have the background of defeating an AI uprising and going on to want to destroy all AI as a result, but also choose the background without the civic (maybe they reacted in a different way...) or the civic without the background (maybe they hate AI for completely different reasons?).
Maniac  [author] 12 Apr, 2020 @ 4:12pm 
The idea was: Because society and unity are associated with the temple building, associated with the spiritualist ethic. Just an economic boost to counter the significant loss of growth due to lack of robots.

The mod still works for 2.6.

I am currently testplaying a game where, besides the civic, I've also added the Jihadists as an origin as an alternative. I'll leave in both options, origin and civic, to allow freedom of choice on how to customize your empire. If I encounter no problems, I'll release one of these days.

To come back to your earlier point, I have in fact removed the doubled society research from the mod. The reason being that you can now build an infinite number of temples on a planet, so leaving in doubled society research may be a bit overpowered.
Robert E.O. Speedwagon 12 Apr, 2020 @ 3:53pm 
I'm a bit confused why it doubles society research. Does it still work with the new version?
Crazy Old Texan 11 Apr, 2020 @ 3:33pm 
Love this mod.