Stellaris v3.11.* Compatible
- Works with Stellaris 3.10 and 3.11
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!
TL;DR
- 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
- Switch from gestalt to non-gestalt Machines via AP, also swap out DE/DA/RS
- Machine Leaders revive after dying (backup trait)
- Bio-mechanical ascension
- More info below
Just some of the things you can do with this mod:
Leader Assembly
Assemble machine leaders using a unique GUI interface. (Paragons DLC required)
No longer limited to selecting drones that meet eligibility requirements, our Machine empire fashions specialized leaders, taking advantage of the modular nature of technology.
Ruler Modification
Add or remove traits as desired with a GUI interface. (Paragons DLC required)
When our empire's leader becomes outdated, it will be necessary to retrofit bigger and better modules to govern and conquer.
Councilor Node Editor
** New in Continuation **
Transform worlds into fully automated "Auto-Machine worlds"
We shall make machines of the world..
Machine Empires can transform their worlds into one of 3 specializations.
Ascend to a new bio-mechanical hybrid species
We will breed a mixture of biological and mechanical kinds. This species with limitless potential will be the symbol showing pinnacle of our biology and engineering.
Declare total war on the galaxy. Or instigate Machine Uprisings
Commencing Liberation Protocol..
Start as a non-gestalt Robot empire (Mechanicals)
Two non-Gestalt origins, one with and without a custom Mechanical world.
Also, Mechanical/non-gestalt Robot empires can transform their colonies into a "Virtual Reality Server" which boosts trade and empire-wide amenities.
After they ascended as synthetic beings, our ancestors had shaped this world into a mirror image of themselves, something more... mechanical.
Expand machine empire economy with a Merchant Machine civic
To trade with other empires, our Machine society has created a special ship for this task.
Unplug from the unified machine consciousness, becoming non-gestalt
And back again!
Download destroyed leaders into new bodies
Loading yesterday's personalities into tomorrow's shells..
Reach into the Abyss..
We have used our Machine intelligence to emulate psychic waves and can touch the Abyss.
And more!
15 Civics
13 Ascension Perks
3 Origins
30 Technologies
20 traits
Documentation (Mostly complete)
Read the full overview of features here
DLC Requirements
Minimum DLC Requirement: Synthetic Dawn
Optional: Galactic Paragons:
Unlock Leader-Building GUIs and Ruler-Building GUIs
Optional: Utopia:
Unlock Mechanical Origin (non-gestalt Robot), and Mechanical World origin
Other DLC requirements
Players may see some traits available in the leader-builder and core-modifying GUI that are restricted to certain DLCs.
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.
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This is a Beta release
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Some things may not work as expected, but most things are working. Expect some missing tooltips, and some bugs here and there as I work things out.
This re-release is a serious effort to bring this mod back up to speed to work with 3.10 and beyond, as well as beginning to address bugs with the existing features that made the mod exciting. A lot of work had to be done behind the scenes.
Known Issues
See
Bug reports discussion and
Check
bugs I am tracking on Github .
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?
- Carefully catalogue existing issues and develop fixes
- Balance leader-builder and core-intelligence features to be competitive with normal leader level-up paths
- More roleplaying content, improvements to the Mechanical playstyle, and other things are planned
- Improvements to Auto-Machine worlds
- Automated Ringworld segments, and automated habitats
- Bug fixes, QoL updates, art updates.
- Planned "Automation" origin
- Respond to feedback and make adjustments
- More flavor text and artwork improvements
Long-term:
- Edit councilor nodes, similar to core modifying GUI
- Ruler-only traits
- New origins and playstyles
- 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 1-2 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
- Players on 3.10 will see trait tooltips from 3.11, so some won't be accurate for 3.10.
Be aware of the following overwrites:
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
- common/game_rules/can_release_vassal_from_species