Stellaris

Stellaris

Forsaken Pioneer
19 Comments
samsockeater 1 Jun, 2018 @ 3:50pm 
update for current version in works or?
The Erubian Warlord 23 May, 2018 @ 7:50am 
plus one for coexistence and or a trait that allows but does not force assimilation
Argual  [author] 24 Feb, 2018 @ 1:45am 
Updated to 2.0
catwhowalksbyhimself 7 Dec, 2017 @ 8:37pm 
I like the idea, but it needs a bit more tweaking to fit the theme. Being able to co-exist with organics and maybe a diplomacy bonus with organic so they aren't quite as hated would help make it unque and not just an excuse for early Robomodding.
James Stone 6 Dec, 2017 @ 4:20am 
Any chance you could make it so you could assign citizen rights to organics if you chose this ethic, only without the possibility of them being leaders, like Synths without the Synth Leader tech for normal empires?

Seems fitting and the option to play a more "benevolent" machine empire that isn't a Pampering Engine seems lacking.
Argual  [author] 3 Dec, 2017 @ 2:31pm 
This is a regular machine empire. It functions as if you did not select any of the 3 vanilla civs (Ext, Assi, Servi)
James Stone 2 Dec, 2017 @ 5:32pm 
Can organics be citizens of this empire or is this like regular machine empires where you're forced to displace them?
Argual  [author] 20 Oct, 2017 @ 5:52am 
After some experimenting and code exploring, I managed to make the mod function without overwriting vanilla files. This should make this compatible with all other mods. I think. :)
Darrien 18 Oct, 2017 @ 10:20am 
Yeah nevermind, I forgot its only for the machine empires to start with it.
Argual  [author] 18 Oct, 2017 @ 10:04am 
But wouldn't that make this tech a starting tech for everyone? I copied the way the mechanist civic works, so I think if there were a better way for it they would use that. Anyway, if u can link me the info i will gladly change the mod, i wish to keep vanilla file alterations to a minimum.
Darrien 17 Oct, 2017 @ 1:45pm 
Actually you don't have to do an event, they changed something in 1.8 where if you just copy the tech data from vanilla and put it in your own file and set it to start_tech = yes, its automatically starting tech, the only thing that happens is it shows in the error.log as a duplicate tech but you don't actually research it a second time.
Argual  [author] 17 Oct, 2017 @ 1:39pm 
I need to make an event that gives you the robomodding tech on start. If I'm not making this event in the vanilla game_start file, the game won't execute it :(
Darrien 17 Oct, 2017 @ 12:54pm 
Why does this have to overwrite the game_start file?
Argual  [author] 12 Oct, 2017 @ 12:54am 
Yes it should
Highlandman 11 Oct, 2017 @ 11:48pm 
Does this work on patch 1.8.2 as is?
Reprogrammed Automaton 1 Oct, 2017 @ 2:11pm 
Ahhhh, so the civic doesn't change the goverment type like Assimlators, Exterminators, and Servitors does? Okay.

Sorry I missunderstood that then, I thought it worked like them and changed the goverment type to "Forsaken Pioneer" and was relaying something I discovered when I did that, sorry. >.<

Love the idea behind this one though, and am definatly subscribing. :)
Argual  [author] 1 Oct, 2017 @ 2:04pm 
I didn't, cause when you do not choose any of the 3 (Assimilators, Exterminators, Servitors), you get one where the machines do not remember the makers, etc. So you are just playing a government already in the game with few modifiers.
Reprogrammed Automaton 1 Oct, 2017 @ 1:53pm 
I love the idea but ummm, have you edited the diplomacy dialog for when you first meet empires? Or the pirate event?

Unless you do so adding a new govermental civic to machine empires breaks them......

Sorry.
ckoldmail 1 Oct, 2017 @ 7:52am 
Looks good! I'll give it a shot.