Stellaris v4.3.* 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 -- it adds a variety of ascension perks, new playstyles, civics, traits, and much-needed love for Machines & Robots!
Unfortunately, since XVCV has left the Stellaris modding scene, the M&RE mod became unsupported.
This adaptation/continuation will continue to make the original Machine & Robot Expansion compatible with the latest versions of Stellaris. In addition to bug fixes, new features are being added!
Only one DLC is required for this mod: Synthetic Dawn and it will stay that way.
Core features of Machine & Robot Expansion: Continued
Original mod features (preserved in Continuation):
- 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
- Automate Ringworlds
- Dismantle habitats (if your empire has any habitat tech)
- Extended Machines traits & Overclocked origin (thanks Legit Rikk)
- Reanimate defeated organic armies as a Machine empire
- Roleplay a fully automated pop-less Machine empire with the
"World-Machines, Awakened" origin. This has quite a number of technologies, goals, and has its own pop-less versions of base game buildings, with their own lore and mechanics.
- Organoid technology boosting research
And more!
- 15 Civics
- 15 Ascension Perks
- 6 Origins
- 80 Technologies
- 45 traits
Documentation
Newly moved to readthedocs.io!
Read the full overview of features here
DLC Requirements
Required DLC:
- SYNTHETIC DAWN
Optional DLC:
- GALACTIC PARAGONS: Unlock Leader-Building GUIs and Ruler-Building GUIs
- UTOPIA: Unlock Mechanical Origin (non-gestalt Robot)
Some DLCs provide new things for modders to play with and as such some additional mod features may depend on those DLCs.
Contact
🐛 Add your bug reports here 💭 .
💡 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. Invite code is
9BkJVZqX Look for me, "Openly Retro"
Contact outside Steam workshop
If you have found this mod outside the Steam workshop,
report a bug or share new ideas on the public code repo.
What's next?
Ongoing:
- Carefully catalogue existing issues and develop fixes
- Address balance issues & player-reported issues
Planned:
- New origins, civics, playstyles, and ascension perks
Update schedule is 2-4 weeks based on bug reports, feature development, my stress levels afer my day job & other life stuff.
Artwork Credits
Full art credits are listed here
Translation Credits
- Korean: Thanks to y1224y1 and Horangye
- Chinese: Thanks FlantingCort, Krukal, and the team at
Doves Localization group
Mod Add-ons
-
World Machine Origin Vanilla Overwrites, by Legit-Rikk which changes certain vanilla tradition picks to have bonuses for World-Machines
-
World Machine Origin Gigastructures Buildings, by Legit-Rikk which adds the automated versions of certain Gigastructural Engineering buildings for use on World Machines.
-
More Machine & Robot Trait Points and Picks, by Openly Retro specifically for compatibility with this mod
-
World Machine Origin Dawn of Ascension Buildings, by OlegY which adds automated versions of buildings for World Machines
-
World Machine Origin ACoT Buildings, by OlegY which changes ACOT buildings and district zones to fully automated, pop-less versions for empires with World Machine Origin
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
Details of overwrites are in this document:
OVERWRITES.md in the mod's github repo