Stellaris

Stellaris

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Robotic Civilization + Silfae's Animated Synthetic Portraits
   
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44.573 MB
29 Apr, 2020 @ 6:21am
16 Apr, 2021 @ 8:22am
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Robotic Civilization + Silfae's Animated Synthetic Portraits

Description
Adds a new origin called Robotic Civilization which allows you to start as synthetic, non-gestalt robots. Also adds three ascension perks exclusively for robots.

This version incorporates Silfae's portraits from Animated Synthetic Portraits Expanded as playable robots. Only use one version.

Robotic Civilization
This origin gives you the techs required for robots to work all jobs and replaces your starting farming districts with an extra generator and mining district. It also prevents guaranteed habitable worlds to somewhat counteract starting with 200% habitability.

Empires with the Robotic Civilization origin will be prevented from using the assimilation species right and have reduced organic population growth. They will also have a negative tech modifier to put them on par with other empires in the early game. Robotic civilizations have access to three new ascension perks as they progress through the game.

Ascension Perks
Enhanced Robotics
Modify Species Cost -33%
Pop Assembly Speed + 10%

Robotic Mastery
Robot Modification Points + 1
+ 1 Roboticist job per 50 pops
Robot Output + 10%

Bio-Assimilation
Can assimilate living pops
Can use Grid Amalgamation slavery type

Silfae's Animated Synthetic Portraits
All credit goes to Silfae for the amazing portraits. Sadly Silfae hasn't been heard from online for a long time and the mods are now out of date. I have adapted Animated Synthetic Portraits Expanded into this mod to give some variety to the robots available.

Unfortunately due to the current scrollbar problem in the game I've had to split the portraits between robots and machines.*

Animated Synthetic Portraits Expanded (not required): https://sp.zhabite.com/sharedfiles/filedetails/?id=933075365

Main Mod
If you want to use this mod without the portraits:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2070518803
Only have one version active at a time.

Known Issues
Will assemble normal robots as well as your main species, make sure you set it to manual for now.

If you find anything weird or broken, please let me know.

Other Stuff
Also adds a prescripted country with scripted ruler that can appear in your game. (must have lithoids or they won't appear)

Changes the robot species class, machine species class, AI rights policy and assimilation species rights, so be careful when using other mods which alter these. This means it isn't compatible with robot or machine portrait mods.

*If you want to change which portraits are used by robots/machines then find this mod in your workshop folder and copy its contents into a new mod folder (easily made using the mod tools in the launcher). Go to common/species_classes/robot_civ_species_classes.txt and you will see a list of portrait names for each, just put whichever you like in each list. If you have more than 9 in the list then the last ones will be cut off. If you want the standard robots just remove one from the list, they're still there just at the bottom so get cut off.

Thanks to G_S_Palmer at the Stellaris forums for helping me out.
https://sp.zhabite.com/profiles/76561198316865630/myworkshopfiles/
I recommend using his machine namelist mod alongside this one.
https://sp.zhabite.com/sharedfiles/filedetails/?id=1848624670

Thanks to Jrant vanilla AI will now colonise.
https://sp.zhabite.com/id/Jrant/myworkshopfiles/
69 Comments
Singularity Mechanics 24 Dec, 2023 @ 12:26am 
Let me start with: I love this mod! It fills a void that I don't understand why the game left out. A few others have done similar things but this is very balanced.

I've got a suggestion if you have time/patience for it: One thing that I have noticed that's lacking is a Tradition Tree. Since the mod changes the Robotic type, some of the base traditions don't flip as they should (like lifespan vs. reduced chance of breakdown), and a dedicated tree (such as the one for Synthetics, which isn't compatible) just isn't there. This would really round out this fantastic mod. Finally, adding a few more Trait Points would be very nice, either back to the AP's or via a tradition tree!

Thanks for all the work on this, it's a must-have mod for me!
Porpeta_insano 25 Mar, 2023 @ 4:18am 
good job bro.
Beast-Storm 5 Jul, 2022 @ 4:29pm 
Stellaris has gone through a big change in 3.0-3.4

Origins, Civics and Ascension perks before 3.0 are no longer working in the current version due the trigger systems have also changed and the dev's helping to improve modding capabilities nu adding better modding code lines

This is a great mod and one that I wish to play with again if it updates

until then take care @Omnishambles
SalmonToastie 7 Nov, 2021 @ 12:34am 
And what kind of tech modifier are we talking?
SalmonToastie 7 Nov, 2021 @ 12:09am 
Just getting into modding, how do i remove certain types of robot portraits from this mod? If i go through the species class it also removes the synthetic dawn portraits
Beast-Storm 18 Jul, 2021 @ 4:45pm 
Can you make a updated version of Human Revolution mod???

Its been out of date for some time now and I really enjoy the Cyberpunk aesthetics of their clothing's and outfits
Omnishambles  [author] 1 Jul, 2021 @ 11:09am 
Also there a few other ways I could have gone about making this mod which would probably have been better, but it's my first mod and it does the job without having to rewrite it all lol
Omnishambles  [author] 1 Jul, 2021 @ 11:08am 
@Weg438 Sorry for the slow reply, but do the mods change technology at all? As the ascension perks have tech requirements and bio-assimilation is also unavailable for fanatic purifiers
Weg438 5 Jun, 2021 @ 7:54pm 
Had to use commands to get both bio-assimilation and enhanced robotics. Have several other mods but other than gigastructures none of them even touch assimilation or ascension perks. So, no idea what the issue is. Love the mod, though I do wish it wasn't an origin kinda thing. Is there anyway you could untie the "Machines" as a species / portrait from "Hive Mind"? I don't know much about modding in Stellaris either way, so thanks a bunch
Omnishambles  [author] 16 Mar, 2021 @ 5:35am 
@Palynium I'll look into doing that after the next update, there are couple of other small changes I want to make but the next update will change quite a lot it seems.