Stellaris

Stellaris

ExOverhaul: Robots and Machines
 This topic has been pinned, so it's probably important
ExNihil  [developer] 1 Oct, 2017 @ 6:19am
Changelog
Changes to Machine Empires
  • I added to the Machine Intellignece Authority +5% pop production bonus and -66% modify species cost. This change was done to alleviate a bit the overall weakness of machine empires during early game, and to make robomodding more viable.
  • To fix a bit the current UPness of Machine Servitors, I gave organic sanctuaries/organic paradises a +2% robot production planetary modifier. Thus, if you have 10 organic sanctuaries on a planet, your machine pops get +20% production + the servitor morale bonus. Although this isn't an exact rebalance, it makes servitors much more viable in comparison to either regular empires or other machine empires.
  • I also changed two civics: Constructobot was buffed to give -25% building cost (was -15%), and Rapid Replicator was buffed to give +25% robot build speed (was 15%).
  • The base cost of Machine Pops was changed to 75 minerals and 25 energy, which will make machine empires more viable early on. (vanilla base cost is 100 minerals flat)
Note: the changes to authorities and civics here are based upon my Ethic and Government overhaul mod.

Changes to Robotic Pops
(non-machine empire pops)
Robot Workers
Build Cost: 80 minerals and 40 energy. (vanilla 100 minerals flat)
Upkeep: 1 energy maint. cost and 0.5 consumer goods cost (same as vanilla).
Growth Rate: grow at a base rate of 1/35 per month (vanilla is 1/30).
Base Stats: changed the unity and research production to -100% (vanilla is -80%). Increased energy production to +10% energy (vanilla is -40%) and +10% mineral production (same as vanilla). Added +5% food production bonus.
Other Stats: +200% habitabilty (same as vanilla). Added -25% resettlement cost.

Droid Workers:
Build Cost: 100 minerals and 60 energy. (vanilla 100 minerals flat)
Upkeep: 1.25 energy upkeep and 0.75 consumer goods cost (vanilla is 1 and 0.5 respectively)
Growth Rate: grow at a base rate of 1/30 per month (same as vanilla).
Base Stats: changed the unity and research production to -100% (vanilla is -40%). Increased energy production to +15% energy (vanilla is -20%) and +15% mineral production (same as vanilla). Added +10% food production.
Other Stats: +200% habitabilty (same as vanilla). Added -25% resettlement cost. Removed their ability to colonize.

Synth Workers:
Build Cost: 120 minerals and 80 energy. (vanilla 100 minerals flat)
Upkeep: 1.5 energy upkeep and 1 consumer goods cost (vanilla is 1 and 0.5 respectively)
Growth Rate: grow at a base rate of 1/25 per month (vanilla is 1/30).
Base Stats: reduced the unity production bonus to +10% (vanilla is +20%), reduced the research bonuses to +10% in each research field (vanilla is +20%). Has +20% energy and mineral production (same as vanilla). Added +15% food production.
Other Stats: +200% habitabilty (same as vanilla). Added -25% resettlement cost and +15% governing ethics attraction.

Robot and Machine Empire Traits Overhaul
Power Drills: mineral production bonus increased to 15% (was 10%)

Harvesters: food production bonus increased to 15% (was 10%)

Superconductive: energy production bonus increased to 15% (was 10%)

Efficency Processor: robot upkeep reduction bonus increased to -25% (was -10%)

Logic Engines: only allowed on synth and machine units (removed droids).

Propaganda Machines: unity production bonus increased to 15% (was 10%) and this trait was limited to synths only (removed droids).

Control Harness: added a new trait that can be added only to Synths. This trait costs 3 points and is the robotic equivalent of Nerve Stapled- a synth unit with this trait is not affected by happiness at all. It has -40% research and unity production and -10% energy production, as well as 50% more upkeep costs.

Changes to Technologies
  • Synth Workers will now have its normal drop chance for spiritualist empires

Changes to the AI Policy
The AI Policy was changed so Spiritualist empires can have both synth servitude and give synths full-rights. The AI weights were adjust so that spiritualist AI empires will always have either banned AI or AI servitude (favoring the latter), and never full AI rights - but players can do as they will. The reprecussion of giving synths full rights will be dealing with the fact that doing so incur -25% global spiritualist ethics attraction due to the AI rights policy itself (vanilla definitions) and the materialst ethics attraction of synth pops, as well as the an unhappy spiritualist faction. With this change in mind, I rebalanced the materialist and spiritualist ethic attractions. Please note that these changes are based upon my Ethic and Government overhaul mod.

Changes to Ethics Attraction
Materialist Attractions
  • The materialist ethic attraction of Synth pops was reduced from +100% to +25% (note the governing ethics attraction added to these pops as well, which is meant to balance this out a bit).
  • The materialist ethic attraction of Cybernetic pops was reduced from +50% to +25%
  • The materialist ethic attraction of organic pops resulting from the presence of a robotic pop on planet was reduced from +50% to +25%.
  • The materialist ethic attraction of pops with one of the natural scientist traits (e.g. Natural Sociologists) was removed.
  • The attraction of the materialist faction (i.e. the "technologist" faction) for robotic pops was reduced from +100% to +25%.

Spiritualist Attractions
  • The spiritualist ethic attraction caused by having the ascension perks mind over matter and transcendence was removed.
  • The spiritualist ethic attraction caused by having the technology Psionic Theory was removed.
    Added +25% spiritualist attraction to any pop that has either the latent psionic or psionic traits.
  • The spiritualist faction (i.e. the "traditionalist" faction) was changed so it no longer wants robots to be banned. If A.I policy is set to servitude this faction will not have any happiness penalties.
Last edited by ExNihil; 14 Nov, 2017 @ 7:19am