Stellaris

Stellaris

Superior Species for 2.6
 Toto téma bylo přilepeno, takže je nejspíš důležité
Mugi  [vývojář] 11. úno. 2019 v 8.17
Complete Mechanical Species Trait List
Efficient Processors
Cost: 3
Modifiers: +5% Output
These highly efficient processors increases the potential workload and endurance of all units.


Power Drills
Cost: 2
Modifiers: +20% Mineral Output
Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.


Harvesters
Cost: 2
Modifiers: +20% Food Output
A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.


Superconductive
Cost: 2
Modifiers: +20% Energy Output
The use of superconductive materials in units have cut energy transmission losses to zero percent.


Specialists
Cost: -2
Modifiers: -50% Army Damage, -20% Worker and Simple Drone Output
In a strange reversal of the common patterns of technical progress, these machines were never intended to replace manual laborers and are ill-suited to the battlefield.


Artificers
Cost: 2
Modifiers: +15% Alloy Output, +15% Consumer Goods Output, +15% Mote, Gas, and Crystal Output.
These units are equipped with cutting-edge tools for material synthesis.


Logic Engines
Cost: 2
Modifiers: +15% Science Output
Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.


Modular Neural Network
Cost: 1
Modifiers: +25% Physics Output
By subdividing large tasks into sets of smaller components, each unit can more efficiently solve complex mathematical problems.


Dynamic Neural Network
Cost: 1
Modifiers: +25% Society Output
A self-adapting network is particularly suited to time-dependent problems.


Recurrent Neural Network
Cost: 1
Modifiers: +25% Engineering Output
These machines take a brute-force approach to optimization.


Enhanced Memory
Cost: 1
Modifiers: +2 Leader Levels
All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.


Factotums
Cost: -2
Modifiers: -2 Leader Levels, -50% Ruler Output, -20% Specialist and Complex Drone Output
The base design of these units allows little space for advanced processing tools, let alone the capacity for leadership.


Learning Algorithms
Cost: 1
Modifiers: +25% Leader and Army Experience Gain
Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.


Repurposed Hardware
Cost: -1
Modifiers: -25% Leader and Army Experience Gain
Designed to meet the very specific needs of their creators, this line of machines were never intended to have the capacity for higher reasoning, and retrofitting will only get them so far.


Loyalty Circuits
Cost: 2
Modifiers: +10% Happiness, +25% Governing Ethics Attraction
Loyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.


Domestic Protocols
Cost: 2
Modifiers: +20% Amenities Output, Unemployed Pops take Servant Jobs
Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.


Emotive Programming
Cost: 1
Modifiers: +20% Amenities Output
Advanced pseudorealistic emotion emulators and complex social predictive models help these units to anticipate the needs of both organics and synthetics alike.


Uncanny Programming
Cost: -1
Modifiers: -20% Amenities Output
Hardcoded software quirks prevent these units from anticipating future needs or expressing even the facade of sapience, rendering them deeply uncanny to most lifeforms.


Double Jointed
Cost: 1
Modifiers: -10% Housing Use, -50% Resettlement Cost
Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.


Bulky
Cost: -1
Modifiers: +10% Housing Use, +50% Resettlement Cost
These highly advanced mega-machines were not designed to traverse the universe in a box.


Durable
Cost: 1
Modifiers: -10% Robot Upkeep, +25% Army Health
Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.


High Maintenance
Cost: -1
Modifiers: +10% Robot Upkeep, -25% Army Health
Designed to meet the very specific needs of their creators, this line of machines were never intended to have the capacity for higher reasoning, and retrofitting will only get them so far.


Mass Produced
Cost: 1
Modifiers: +15% Pop Assembly Speed
Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.


Custom Made
Cost: -1
Modifiers: -15% Pop Assembly Speed
Each new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.


Recycled
Cost: 2
Modifiers: -50% Assembly Cost
Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.


Luxurious
Cost: -2
Modifiers: +50% Assembly Cost
Designed after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.


Propaganda Machines
Cost: 1
Modifiers: +15% Unity Output
Units are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.


Rapid Communication
Cost: 2
Modifiers: +30% Unity Output
These machines employ an unusually efficient system of communication.


Neural Lock
Cost: -2
Modifiers: -30% Unity Output
Fearing for their survival, the creators of these units attempted to limit their ability to form large scale communication networks.


Mechas
Cost: 3
Modifiers: +50% Army Damage, +25% Army Morale Damage, +50% Army Collateral Damage
Originally designed as advanced ground combat frames, these fearsome machines are counted amongst the deadliest fighters in the galaxy.


Destructive
Cost: 1
Modifiers: +25% Army Damage, +50% Army Collateral Damage
These units' equipment and combat protocols are suited towards total war. They can draw no difference between military and non-strategic targets.