Stellaris

Stellaris

Machine Government
73 Comments
N a n a c h i 5 Apr, 2023 @ 3:52am 
smh.
N a n a c h i 5 Apr, 2023 @ 3:52am 
Just need to force that in events. set_living_standard = {
country = root.owner
type = living_standard_normal
}
}
Gazingus Dingle Bordaviq VI 4 Apr, 2023 @ 7:23pm 
Someone needs to update this, im tired of playing AI cliches
Kangarus 18 Mar, 2022 @ 12:46am 
Dead in the water. Too bad I'm not a modder otherwise I'd update it for 3.3 - hopefully someone with skill enough will reboot this mod if the original author doesn't come back to it. Would have been cool to play this civic type.
Greenshadow 19 Oct, 2021 @ 12:49pm 
Gotta love how god tier mods like these are left behind in the dust while memey and unnecessary mods are constantly kept up to date with stellaris...
FallenStar39 19 Jun, 2021 @ 12:14pm 
Is this 3.0 compatible?
Hunter 17 Jul, 2020 @ 2:42pm 
@LunasGonnaLoon Is there some video able to show me how to do it somewhere? Not sure what id be doing.
N a n a c h i 17 Jul, 2020 @ 2:33pm 
@Hunter, well, in 2.7.1 there just lines that restrict gestalt use some policies. One mod can fix that.
Hunter 17 Jul, 2020 @ 2:28pm 
@LunasGonnaLoon I am completely clueless when it comes to Stellaris modding and that mod looks really complex, I don't even know how I would start.:steamsad:
N a n a c h i 17 Jul, 2020 @ 12:29pm 
@Hunter, try !Unnoficial machine dlc, just copy some lines and use as your mod. It's already included to 2.7.1 version.
Hunter 17 Jul, 2020 @ 10:16am 
This is really cool, could we get an update for it? I have the same issues BoogieMan was facing
BoogieMan 26 Nov, 2019 @ 2:40pm 
I too don't start with any pops of the creator species, just the machine race.
N a n a c h i 5 Aug, 2019 @ 6:11am 
Currently, i am playing machines, via including consumer goods and even - the trade value, by mods. So, it will make sense to join in to the galactic interstellar market. But, the lack of migration is frustrating.
N a n a c h i 5 Aug, 2019 @ 6:07am 
Update is wanted. Never get satisfied with those machines, that not respect humans as equal' s .
damian222x 19 May, 2019 @ 8:02am 
yup i have to agree to that
Stone Cold Jane Austen  [author] 19 May, 2019 @ 7:32am 
Stellaris is just a shitty game to mod for.
damian222x 16 May, 2019 @ 6:21am 
its funny that every person that made a mod like this just stops updating it i have my fun in that my friends call this the cursed mod haha XD
Stone Cold Jane Austen  [author] 4 Apr, 2019 @ 1:56am 
Not currently. While I am pleased if people like and use mods I make, modding (and maintaining mods for) Stellaris is just not worth the effort involved, especially given that I don't currently play it.
Thomas Roderick 17 Mar, 2019 @ 1:39pm 
Any plans to update this for 2.2?
SpecialAVG 23 Feb, 2019 @ 6:40am 
I don't start with any organic pops for some reason. Did I miss something?
DerigarsChairman 18 Feb, 2019 @ 6:26am 
Robots from conquered worlds having citizenship doesnt sound like an issue especially for synths
The Erubian Warlord 30 Dec, 2018 @ 3:07am 
this mod causes a bug in which the society research options don't populate past the first bottleneck
The Erubian Warlord 23 Dec, 2018 @ 6:08am 
will this work with 2.2?
Gorzealion 18 Dec, 2018 @ 6:06pm 
wll the agony of living in an organic galaxy with no sensible machine authority ever be resolved. machine governments are the only solution and thus is unreachable due to an update that will never come.
RandomEdits 9 Dec, 2018 @ 3:44pm 
Will this be updated to the latest version soon?
Name-Giver 16 Oct, 2018 @ 4:46pm 
@Gorfail132 Do you perharps use the Zenith of the Fallen Empire mod? When your empire becomes an Ascended Empire, it automatically starts purging your organic pops with no way to reverse it, for some reason. A patch would be nice
RandomEdits 8 Sep, 2018 @ 11:18am 
I don't know why, but the AI with the machine government trait keeps on trying to kill its own organic population. Can you fix this so that they stop doing that.
Lilina 1 Jul, 2018 @ 6:05am 
Can you make it support the 1.9.1 ? It has some problems when it works on 1.9.1 , and i dont want to play the 2.*.* verison anymore :(
Mr. Miyagi 22 Jun, 2018 @ 4:51pm 
Is it possible to allow synthetic construction? I can research the tech with the console, but the rights tend to be buggy.
Minox 10 Jun, 2018 @ 11:58am 
Amazing, this is what I wanted when they added rogue servitors to the game. Finally I can make my Polity like Neal Asher's novels
Kunuk 5 Jun, 2018 @ 1:21pm 
you think you can find a way to make the orgnic pops have more action like a faction or somehting?
Fenrir (Away maybe for long) 2 Jun, 2018 @ 7:17am 
Can you upgrade it for the last 2.1.0 Major Update plz ?
kgptzac 1 Jun, 2018 @ 12:10pm 
I'm wondering can I make a custom machine empire with this civic and expect the AI will be competitive normally? I'm also using HiveZero, which allows gestalt empire to have 2 more ethics (for example creating a xenophile hive mind), which is great to play against in a semi-PR setting.
horngeek 26 May, 2018 @ 10:51pm 
For the classic question after a new update of the base game... is this compatible with 2.1?
Stone Cold Jane Austen  [author] 29 Apr, 2018 @ 8:57pm 
Fixed.
Stone Cold Jane Austen  [author] 29 Apr, 2018 @ 8:15pm 
I'm sure I tested it and it worked before but there's now a check in Stellaris that only lets machine empires use integrated pops (i.e. machines) as military leaders. Must be a recent change.
Will update shortly.
Mr. Miyagi 29 Apr, 2018 @ 5:27pm 
I can produce organic scientists and governors, but not admirals and generals. Is this a confilct with another mod?
Stone Cold Jane Austen  [author] 26 Apr, 2018 @ 4:01pm 
Can you provide a full list of active mods?
mediumvillain 26 Apr, 2018 @ 9:23am 
nah, no changes to vanilla buildings, i try not to use mods that do a lot of overwriting
Stone Cold Jane Austen  [author] 26 Apr, 2018 @ 5:17am 
Are you running any mods that alter food tech or farms?
mediumvillain 26 Apr, 2018 @ 3:26am 
the changes sorta broke my many hours long machine government save, in the 2400s & close to victory. i cant build food production buildings anymore. the nutrient paste facilities i built are still there, but i cant build more and i cant build hyprodonics farms either, there are just no food production buildings on the list for any planet type.
Stone Cold Jane Austen  [author] 24 Apr, 2018 @ 5:12am 
Cool, I'll look in to that.
𐩸 24 Apr, 2018 @ 4:05am 
Someone said to me when I asked that question that they were needed a few updates ago but are now no longer needed. I have completely removed all of them from my own mods and have had no problems or erros in the error log so far.
Stone Cold Jane Austen  [author] 24 Apr, 2018 @ 3:54am 
To compensate for the reduced initial farm output (+2 instead of +5) I've increased the value of the initial farm tile's food deposit. This means the game starts with a food surplus of 1 per month, so deficit/starvation can't set in until two additional pops have grown to completion.
Stone Cold Jane Austen  [author] 24 Apr, 2018 @ 3:43am 
Updated to give Machine Governments the ability to construct hydroponic farms instead of nutrient paste facilities, as citizens are demanding better quality food.
Stone Cold Jane Austen  [author] 24 Apr, 2018 @ 3:42am 
Fixed the space, thanks. As for the numbers, I can't find any definitive info on what they actually do so I'll just leave them in as they work for the time being.
𐩸 23 Apr, 2018 @ 2:08pm 
There is a missing space on line 25 before the 0 that causes an error. And just so you know, you don't need to put a number like 1 or 0 after the : in the localisation file.
Stone Cold Jane Austen  [author] 23 Apr, 2018 @ 2:02am 
Updated to add biological defensive armies - as per vanilla these only appear for species with military service rights
mediumvillain 19 Apr, 2018 @ 7:54pm 
i already gave myself the tech through console, i dont think i have a save from when it might have been on the list, but i was on rank III & IV repeatable tech & never had it show up.
Stone Cold Jane Austen  [author] 17 Apr, 2018 @ 4:46am 
This mod doesn't overwrite the vanilla Gene Tailoring tech, it adds its own that's valid for Machine Governments only. I don't know why it's not dropping for you. Could you try running the console command techweights soc and see what the output says?

I hadn't thought of that limitation on armies, I'll see what I can do about it.