Stellaris

Stellaris

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Mechroids 2: A Cyborg Species Expansion
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24.108 MB
16 Jan, 2022 @ 12:27pm
22 Jun, 2022 @ 5:02pm
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Mechroids 2: A Cyborg Species Expansion

Description
If anyone else experiences crashes when attempting to allow the Processing Purge type through the "Ethical Delimiters" decision, please post your mod list!


This is a mod designed around the fantasy of playing as Cybermen, Grineer, Strogg and other cyborg species that survive almost entirely through cloning or cyber-converting. Depending on how you choose to play it, it could be disgustingly OP or a brutal self-imposed challenge: I have designed the mod to try and maximize player choice within the scope of the guiding fantasy, while remaining distinct from Paradox content like Necrophages, Synthetic Ascended, or Driven Assimilators. However, since this is a heavily altered version of a mod that once piggybacked off of the Necroids Species Pack, there is still some similarity to Necrophage gameplay.

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Almost everything in the mod is organized around the limitations and theme of this trait:


This mod introduces a Mechroid species whose portraits are taken from vanilla Stellaris and from your owned Machine and Necroid DLCs. Mechroids start with the Mechroid trait, which comes with big gameplay changes, the largest being that Mechroids cannot (normally) reproduce. To address this, Mechroids can:
  • Encourage Cyborgization of non-Lithoid Organics living on their planets

  • Forcibly upgrade non-Lithoid Organic abductees using the vanilla Processing Purge Type

  • Take the Biodiversity Initiative Civic that grants your empire a small number of non-Mechroid Secondary Species Pops, freeing the Empire up to have any Origin you want while still having a growth-capable Secondary Species!
And if all of that fails, you can always defrost some Pops stored in your Empire Capital's Stasis Chambers blocker.

One of the Mechroid-exclusive Traits added, look at the mod pictures to see more:

Aside from the advantages and challenges posed by the Mechroid Species itself, Mechroids also have access to a unique subset of Traits and Technologies inaccessible by any other Empire: create the perfectly augmented Species, still organic, but just barely!

Owners of the Apocalypse DLC can research a new weapon for their Colossal arsenal:


This mod includes other small features for you to discover, including a few events. Even if you don't have any Mechroid species spawned, this mod still has some things to offer.
When playing as non-Mechroid organics, you'd better save that colony ship if you don't want it coming back to haunt you.

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Because of how Empire spawning works, empires with Mechroid portraits CANNOT BE FORCE-SPAWNED. To spawn a custom Mechroid empire, make an Organic non-Lithoid non-Mechroid Empire and give their Primary Species the Foretold Mechroid Trait. On game start, this is will:
  • Change their portrait to the associated Robot type of the Species Class (Fungoid, Moluscoid, etc.) you gave the Trait to, if you own the Synthetic Dawn DLC; Necroids and Aquatics owners need not worry about this limitation, since their Robot portraits are bundled with purchase of the Organic portraits.

  • Give them the same set of Mechroid Traits, Technologies and starting Buildings that Mechroid players would receive.

  • Swap some vanilla Traits with their Mechroid-exclusive equivalents.

By giving the AI this Trait, you take full responsibility for giving an AI with the intellect of a professional lead paint taste-tester a Primary Species that cannot reproduce.

This an unfortunate workaround, but it's the only way I've discovered to stop randomly-generated Empires from sometimes selecting Mechroid portraits and thereby producing absurdities like heavily-augmented Stone-Age Primitives.

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This is a heavily-altered version of my first mod, "Mechroids: A Necrophage Origin Expansion."
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2533189165

The new mod no longer requires either the Necrophage Origin or its respective Species Pack to work, but with few DLC you'll have a severely limited set of portraits to choose from. I recommend Necroids and Synthetic Dawn!

The old mod is now abandoned, and its crutch mechanic of granting a trickle of Pop assembly was broken by Paradox changing the trigger for allowing Pop assembly.

If something in this mod breaks horribly due to an update and I get tardy updating it (just like I did for the previous version of this mod), you, YES, YOU, have my blessing to make forks, updates, patches, whatever the heck you want. Just give me a mention for putting the initial version together.

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No files overwritten.

Mods which check against the purge_allowed policy flag may have unusual interactions with the Mechroid policy to enable Processing for non-Xenophobic empires.

To ensure compatibility with Origin mods that change your Capital after game initialization, the events to create Secondary Species Pops and add the Stasis Chambers Planetary Feature fire on a one-day delay.

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Please report any bugs, oversights, or concerns in the comments section.
110 Comments
Teamson 18 Aug, 2024 @ 2:12pm 
no way, this was one of my absolute favorites...

Anyone up for commission to update this mod?!
Treava 6 Aug, 2023 @ 11:25am 
will this ever get updated? I wanted to use this really badly, but its not compatible with current version.
Pamparampampamparam 11 Jun, 2023 @ 3:14am 
Shame the mods dead, this was just what I was looking for. Like, the exact thing....
|_| Clyax 7 Dec, 2022 @ 7:42am 
@Kumquat What are your plans for this mod now that cyborgs are dedicated to have their own ascension path? I like some of the parts of this mod like the Nanobot Cyborg-converter Colossus weapon, the traits, the portraits, and starting with cyborgs in the beginning. Maybe you could change some of the parts of your mod to adapt these other things to how Stellaris does cyborgs now?
|_| Clyax 21 Nov, 2022 @ 8:33am 
What happens if you cyborgize or synthetically ascend Mechroids?
DKeith2011 1 Sep, 2022 @ 10:32am 
Getting a 'Missing Descriptor File' flag after install.
Skill Less 16 Aug, 2022 @ 8:34am 
@Clyax: yes.
|_| Clyax 15 Aug, 2022 @ 9:38pm 
Just so I understand what is happening, having your main species start as a Mechroid automatically allows you to purge non-founder species pops and turn them into Mechroids. However, if you are not a mechroid, you can still turn other non-founder species pops into cyborgs if you have Xeno-processors. Is this right?
Skill Less 14 Aug, 2022 @ 1:54am 
I dont know if it is just my mod list or really this mod but i added the mod to my list and now the humanoid city set became the mechroid city set. Dunno if this is intended.
Amadeus 5 Jul, 2022 @ 7:45pm 
Yeah, I know that it is about 20% chance for pop to escape purge processing and that means I should get about 4 mechroids per 5 processed pops on average. However, in my tests it seem to be more like 1-2 mechroids per 5 processed pops (via species rights, purge processing, not the planetary decision). I wonder if there are any additional losses due to the mechanic