Stellaris

Stellaris

Mechroids 2: A Cyborg Species Expansion
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Update: 22 Jun, 2022 @ 5:02pm

No update number: tried fixing crash relating to species rights change.

Update: 13 May, 2022 @ 2:22pm

2.11:
-Finally remembered the mod's Ambition Edict exists, somehow, despite no longer caring and wishing Stellaris still made me feel anything. Now costs and cost scaling work like other Ambition Edicts. 33% base discount compared to vanilla Ambition Edicts because it was an underwhelming thing that only made sense in a system where late-game Unity was overabundant.

-To my knowledge, no changes needed for 3.4: version number updated.

Update: 31 Mar, 2022 @ 6:37pm

2.10:
-Zombie and Hiveminded pops are now invalid targets for becoming Mechroids.

-Changed irremovable pop traits to check against new Libra removal trigger system; should be no change in functionality except return to intended pre-Libra behavior.

-Overhauled Mechroid conversion code: purge-converted pops should (under certain conditions, see below) keep their Ethos just like pops converted with the Colossus Weapon or Encourage Cyborgization methods.

-Overhauled conversion mechanics: By default, pops are now "Fully processed" and will receive no happiness penalty upon being converted. This converts them 1:1 into your founder species (except if you are a Clone empire), and they have their old Ethics wiped.

However, a new policy has been added, "Neural Reconditioning." If you choose "No Reconditioning," Pops will suffer severe happiness penalties when converted unconsensually, but they will retain their previous Ethics, and keep the Psionic, Latent Psionic, Nerve-Stapled (like it matters in that case), Erudite, and Brain Slug Traits.

Do you want to enforce a safe conformity at the cost of individuality and diversity? Have a varied empire of cyborgs that retain their old psyches, but risk their ire and possible rebellion? Or use emotional inhibitors, and incur the wrath of Spiritualists and Xenophiles?

Update: 27 Feb, 2022 @ 8:04am

2.9:
#-Update to 3.3 'Libra': Cybernetics Medical Workers produce 20% less Unity, to be more in line with Paradox's intentions for exclusivity of Unity production. Balance change only, no required changes for Libra so far as I can tell.
#-Reduced growth speed of Mechroids with the Ascension Perk by 25%, but they can now take Rapid or Slow Breeder Traits.
#-Small localization tweaks.

Update: 25 Jan, 2022 @ 3:11pm

2.8:
-Added more compatibility for the Clone Army origin: Mechroid-ing Pops creates a new, non-Clone duplicate of your Primary species instead of converting to your Primary Species. Adding cybernetics doesn't retroactively make you a Clone!

-Note that this will technically create a new species, which means they will not be Citizens if you're any flavor of Xenophobe, up to Fanatic Purifier. I'm not yet sure if this is the solution I'll stick with to clearly differentiate them from your Primary Clone species.

Update: 22 Jan, 2022 @ 8:02pm

2.7:
-Added Mechroforming decision for planets with Standard (farming, mining, generator, etc) district sets. Its Rare technology is locked behind Galactic Wonders Perk with Synthetic Dawn, OR the Arcology Project Perk (Megacorp). With both DLC, either AP unlocks its Rare research option. The selective planetary feature clearance has built-in support for Guilli's Planet Modifiers.

-Removed unnecessary checks against disabled Civic.

-Changed Xeno-Processors Civic to adjust the Servitor species portrait based on player primary species group, limited by owned DLC.

-Bit the bullet and let Lithoids take the Foretold Mechroid trait; better to let people have options even if it results in weird scenarios, since it's up to them to make those odd scenarios in the first place. Should cause no severe bugs, just incongruent empire features if you do something like create Mechroid AI empires that colonize using asteroid bombardment.

-Adjusted the Colossus Weapon to destroy Lithoids alongside Robots and Machines; minerals are minerals, and full-body prostheses need a lot of resources. Will change conditions for this if Lithoid Mechroids are ever added.

Update: 20 Jan, 2022 @ 5:22pm

2.6:
-Forgot to put in checks for culling Plantoid / Fungoid - exclusive Traits; fixed. Vastly increased AI weight for the mod's Ascension Perk; gives the AI as much of a crutch as possible by making them hopefully prioritize taking the Perk that lets them reproduce.

Update: 20 Jan, 2022 @ 4:35pm

2.5:
Complete rework of how Mechroid AI empires can be made to spawn: the old Civic is gone, replaced by a Trait. See the "AI Mechroids" section in the mod's description for more info. This will change nothing for ongoing games, it only affects setting up new ones!

Update: 19 Jan, 2022 @ 6:23pm

2.4:
Fix for pop growth: entirely new implementation of Ascension Perk added. For those with the AP already taken: wait one month for the fix to auto-apply. For everyone else, enjoy (hopefully) corrected Pop Growth issues with no wait needed!

Minor localization tweak.

Update: 19 Jan, 2022 @ 3:29pm

2.3:
Hopefully fixed incompatibility between the mod's "Biodiversity Initiative" Civic and the Mechanist Origin.

Changed the requirements for this mod's Ascension Perk to only require having taken two others prior, instead of requiring taking the Biological Ascension Path.

Added an Anomaly.