Stellaris

Stellaris

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Synthetic Ascension Age
   
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17 May @ 3:47pm
20 May @ 8:49pm
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Synthetic Ascension Age

Description
About

Did you ever wanted to start the game as John Connor and finish the game as Grey John Goonor? Did you get really excited when Machine Age released and rushed to do a Synthetic Evolution run to become T-1000, only to get stuck with only the old Synthetic Ascension tree? Well, fear not! Because with this mod you can now play with both Synthetic Evolution ascension and with the Synthetic Age ascension when playing with a biologic empire!

How does it work?
You can play as you always do when doing a good ol' Synthetic Ascension. But now, after finishing the Synthesization situation your main species fully transitions into a machine race, letting you pick the Synthetic Age ascension perk.

Compatibility
I found a way to do the most minimal of changes possible so that this mod is compatible with any mod that messes with the vanilla perks. The only thing this bad boy overwrites is the scripted trigger is_individual_machine and the stactic modifier synthetic_dawn. Those changes being minimal, only adding a line to recognize empires that have finished the Synthetic Ascension tradition as an individual machine empire and to apply bonuses to both robot and machine archetypes when playing as the Synthetic Fertility origin. The rest of the magic is done by some custom events that runs on the on_monthly_pulse_country action.

Found a bug? Leave a comment!
16 Comments
Aniki 24 Jul @ 3:49pm 
I can give you updates as I go. So so far, everything seems compatible I've taken all four ascensions before uploading your mod. Afterward, the "Synthetic Age" Ascension perk appears, I just have not unlocked it yet.

I'm not sure but it seems that the mod has allowed me to access research previously unobtainable as I'm MOSTLY into repeatables but after the mod, there seemed to be more research options such as "Nanite Assemblers" etc. Maybe its registering that I've completed the original Synthetics tradition.

I'm just not sure when those technologies should be available as the name of that particular technology would suggest availability after the Nanotech tree.

I've also noticed that the "medical building" is no longer appearing in the list of buildable buildings but I'm not sure if thats related to this or if its something else differently entirely.

I'll keep you updated as I go
RutraNickers  [author] 24 Jul @ 4:57am 
@Aniki It most likey IS compatible, since I did not modify any perks!

I did not test it on an ongoing save, but I would assume it is if the game doesn't only load events just at start. If you try it, please let me know if you got any problems.
Aniki 23 Jul @ 2:22pm 
Hi, do you know if this mod is compatible with All Ascension Paths? The link is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2909582424

Also is this mod save game compatible?
RutraNickers  [author] 20 May @ 8:52pm 
@Taenar
Yes, I have added that building switch in the last update. Now I have also modified the Synthetic Dawn modifier to also add it's bonuses to the machine class as requested (which I kinda doubt is useful since this mod does not change the species' class, only it's traits. Doing it only for good measure).
Taenar 20 May @ 11:09am 
Have you added that too with that last update? Otherwise, it happened simultaneously with that other bug, I have not played with the updated version yet, and they were Plants, not Complexes
RutraNickers  [author] 20 May @ 9:44am 
@Taenar
Maybe it's because of it being an existing save, but there is an event to change the robot assemblies into machine assemblies. In my trial runs they did get changed, so I'm not sure why it didn't change for you. Are they Robot Assembly Plants or Robot Assembly Complex ?

About the Synthetic Fertility modifier, I'll try to add a modifier to machine plants when I come back from work.
Taenar 20 May @ 8:55am 
Thank you!

With that resolved, another much less relevant issue. I kept all my existing Robot Assembly Plants (but could not construct new ones) and noticed I could build Machine Assembly Plants on the same planets. Would it be possible to adjust the same hidden event to automatically remove Robot Assembly Plants and replace them with Machine Assembly Plants?

Separately, a very small note; the Synthetic Fertility origin currently applies a permanent modifier to Robot Assembly Plants through an event when initiating the situation. However, this modifier is lost upon transitioning to a machine empire, as Robot Assembly Plants become unavailable. Could this event also grant the permanent modifier to Machine Assembly Plants, ensuring the bonus persists after the transition?
RutraNickers  [author] 20 May @ 6:04am 
@Taenar
Great catch! This really is a big problem, so I reworked how the mod works. Now your main species get changed into machines at the end of the month if you finished the synthetic ascension tree by the end of the event. Unsub and resub the mod to make sure the mod is up to date.
Taenar 20 May @ 12:18am 
Also, for context, I am only running two other mods that modify content (the rest are just visual/sound), ESC NEXT and Resolutions Expanded, so I am almost certain it is not caused by another mod
Taenar 20 May @ 12:04am 
Hey, unsure if it's specific to Synthetic Fertility, but I am unable to assemble pops ever since finishing the situation and triggering the is_individual_machine flag. Could you look into that?