Stellaris

Stellaris

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Robot Rights & Assimilation Overhaul [latest]
   
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20 Aug, 2023 @ 9:13pm
21 Jun, 2024 @ 10:11pm
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Robot Rights & Assimilation Overhaul [latest]

In 1 collection by Suzarr
Suzarr's Mods
24 items
Description
Mod Version 3.4, for Stellaris v3.12.5

This mod adjusts some robot rights, enables Machine Intelligences to assimilate robots into their primary species, and enables all empires to combine other empires' robot designs with their own to refit them and reduce clutter on the species screen.

- Adds an edict called "Refit Robots" for normal empires, which consolidates all basic robot/droid/synth mechanical species into one group, so that any robot design can be applied to all of them. (This is usually not necessary anymore thanks to some improvements in v3.12, but pops with different names or synth-ascended organics will still remain separate from other robots in vanilla, so I left in a reworked version of this edict)
- Adds a second edict for assimilators and necrophagers called "Select Primary Species", which allows a player to select which primary subspecies new pops should assimilate into.
- Purging of basic robot/droid/synth pops is no longer permanently disallowed based on the robot policy, so you can purge certain species of robots without making the blanket policy change and dismantling them ALL.
- Driven Assimilators can now optionally further-assimilate cyborgs all the way into full machines after completing the cybernetic tree.
- Non-gestalt Synthetic-ascended empires will now be able to assimilate hive-minded pops.
- Organics who take the Genetic Ascension, in addition to being allowed to change portraits, will now be able to fully-assimilate pops that match their archetype after taking the "Engineered Genesis" tradition.
- Assimilations adjusted to occur on a monthly pulse instead of yearly, but assimilate fewer pops at a time. This makes the assimilation rate much smoother overall.
- Assimilation rate increased overall from an average of 7 per year to an average of 1.75 per month (21 per year).
- Assimilation boost from Driven Assimilator's Cybernetic Tradition perk also revised to work monthly and increased by a similar factor.
- Fixes a vanilla Stellaris bug which was allowing Machine pops to fill ruler jobs even when under robot servitude.
- Fixes virtual pops in organic-synth-ascended empires not being able to auto-migrate due to a change to machine virtuals in v3.12.5 Official which neglected other types of virtual pops.
- Moves the requirement for the "Server Shut Down" Virtual planetary decision from the tree finisher to the "Clustered Capacity" Tradition, which helps prevent unaware players from inadvertently ruining their economy by starting virtuality with too many planets and having no possible way out.



Part of Suzarr's collection of gameplay enhancements, balance tweaks, and bug fixes.
All mods in this collection are designed with modularity in mind, so you can pick and choose to use the components you like, and ignore the ones you don't. None of these mods depend on one another, compatibility with each other is guaranteed, and load order within the collection does not matter.

Looking for an alternate-language localization? See below:
Rus Perevod Перевод всей коллекции
*Disclaimer: I cannot personally guarantee the accuracy of any non-english translations. If you find any issues or apparent inaccuracies, please contact the translator.
*If you would like to request or submit a localization to be added into the core mod, feel free to get in touch in the comments!

Finishing an old save on a Stellaris rollback version?
Check out my (Archive) for older versions that might be compatible.
20 Comments
Timrath 10 Jun @ 7:27am 
Does this still work?
chornobyl 24 Oct, 2024 @ 9:23am 
by bug the growth I mean it doesn't grows at all
chornobyl 24 Oct, 2024 @ 9:23am 
your mod apparently bug the growth of the robot pop in the origin synthetic fertility...
plyaing with a lot of mods so not sure if its just your or a mod conflict, later will test out if its just yours the issue...
Suzarr  [author] 8 Sep, 2024 @ 8:13am 
@chernobyl I do generally prefer giving more choice to the user, so I could consider reducing the restriction on full military service for a xenophobe's primary robot species. I could easily just make the AI's weight zero in those cases so it doesn't mess with the AI's tendencies.

The citizenship issue may have farther-reaching undesirable consequences on things like events and situations (the robot uprising, at least), since they rely on robots' full citizenship being determined by country policy, so I'd advise against a simple implementation like the one used in that mod.
chornobyl 2 Sep, 2024 @ 6:06am 
Hi, would you like to make this feature from this mod in to yours? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2476151166
Suzarr  [author] 7 Jun, 2024 @ 6:41pm 
This mod has now been updated for version 3.12.4.
As you could probably expect, the Machine Age patch changes meant a major rework for this mod, so while I don't necessarily expect bugs, I have not had the opportunity to test every aspect thoroughly. If you do run into any issues that are mod-related, please let me know!
SupBaton 9 May, 2024 @ 6:17pm 
3.12?
Aza 18 Apr, 2024 @ 6:40am 
amazing mod, thank you!!
chornobyl 8 Jan, 2024 @ 6:03am 
thanks... I tought I should use synthetic tree, my bad
Suzarr  [author] 7 Jan, 2024 @ 2:30pm 
@chernobyl When you complete the cybernetic tree, yes. Bio pops should first assimilate into a cybernetic pop and remain there (depending on your default rights settings), as players may want to keep some cybernetic species in their empire. If you have the tree completed with this mod, you'll then be able to go back into that screen and assign a cybernetic or robot species to assimilation as well, and they will turn into your primary machine species.