Stellaris v3.12.* Compatible
Acknowledgements
This mod is a continuation of XVCV's
"Machines & Robot Expansion" , which is/was loved by many. A great addon for Machine empire enthusiasts which I loved playing.
Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.
This adaptation/continuation will continue to make the Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new things are being planned!
Core features of Machine & Robot Expansion
This mod adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!
- Start as non-gestalt Robots (Mechanical Origin)
- Edit ruler traits, councilor traits, build leader with traits you pick
- Automated machine worlds that don't require pops to run, with 4 special planet types
- Switch from gestalt to non-gestalt Machines via AP, and back again
- Switch to/away from Driven Assimilator / Rogue Servitor / Determined Exterminator
- Machine Leaders revive after dying (backup trait)
- Ascend to a new bio-mechanical hybrid species
- Declare total war on the galaxy
- Psionic ascension; touch the Abyss ...
- Non-gestalt robots boost trade and empire-wide amenities with Virtual Reality servers planets
- Malware civic makes spy ops easier and adds new infiltration
- Boost your gestalt empire with Machine Learning civic
- Split open planets and mine them with Orbital Crackers
Added in Continuation:
- Release Machine vassals
- Automated Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
And more!
- 15 Civics
- 15 Ascension Perks
- 4 Origins
- 30 Technologies
- 45 traits
Documentation
WIP:
Read the full overview of features here
DLC Requirements
**Minimum DLC Requirement: Synthetic Dawn**
If you have **GALACTIC PARAGONS**:
- Unlock Leader-Building GUIs and Ruler-Building GUIs
If you have **UTOPIA**:
- Unlock Mechanical Origin (non-gestalt Robot)
Future DLC requirements
I will do my best to make sure no further DLCs are **required** as more content is added to this mod.
But some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.
Bug Reports
🐛 Add your bug reports here 💭 .
Suggestions
💡 Add your suggestions here 💭 .
Say hi (optional)
To chat anytime and follow development updates, and ask questions, visit the
machines-robots-expac channel in the
Stellaris Modding Den discord. Look for me, "Openly Retro"
What's next?
Ongoing:
- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues
Planned:
- New origins and playstyles
- New storyline
- Adopt abandoned machine-based mods and assimilate them
I am currently organizing the work into milestones on Github. These will be future releases of the mod.
Check out the milestones here.
Update schedule is 2-3 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.
Artwork Credits
I'm very grateful to the artists below for permitting use of their art in this mod!
-
Digital Circuit, by XxAries1970xX , used for the Source Code Reprogramming event-related banners.
Compatibility
- Not backwards compatible with 3.11 or earlier, sorry :(
Mod Compatibility
Known issues with other mods:
- Orbital Cracker doesn't block megas from Gigastructural Engineering
- This mod contains an updated version of
mute's Extended Machines, if that mod is active, the version in this one will be disabled.
Overwritten Vanilla Files
Stellaris\common\economic_categories\00_common_categories.txt
Overwritten Codes:
- pop_category_drones
- pop_category_workers
- pop_category_specialists
- pop_category_rulers
Stellaris\common\game_rules\00_rules.txt
- can_release_vassal_from_species
- can_colonize_planet