Stellaris

Stellaris

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Forsaken Pioneer
   
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Sep 30, 2017 @ 5:30pm
Jun 2, 2018 @ 7:41am
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Forsaken Pioneer

In 1 collection by Argual
Gameplay Defining Civics
3 items
Description
I'm not working on mods anymore!
I've put out this information on my page a while ago, but I'm still getting comments asking for updates.
More info here: https://steamcommunity.com/id/argual/

Adds a new civic to the Machine Intelligence authority. Information can be seen above.

The idea behind this one is that you can immediately start making specific pops suiting specific tiles, while also giving a slight buff to mineral production early game (+5% from techs). Also, you are still getting some value from it later.

If you want to robomod from the beginning, but using mods to give it right away feels a bit cheesy, this might be the mod for you ;)

This mod does NOT modify vanilla files.
19 Comments
samsockeater Jun 1, 2018 @ 3:50pm 
update for current version in works or?
The Erubian Warlord May 23, 2018 @ 7:50am 
plus one for coexistence and or a trait that allows but does not force assimilation
Argual  [author] Feb 24, 2018 @ 1:45am 
Updated to 2.0
catwhowalksbyhimself Dec 7, 2017 @ 8:37pm 
I like the idea, but it needs a bit more tweaking to fit the theme. Being able to co-exist with organics and maybe a diplomacy bonus with organic so they aren't quite as hated would help make it unque and not just an excuse for early Robomodding.
James Stone Dec 6, 2017 @ 4:20am 
Any chance you could make it so you could assign citizen rights to organics if you chose this ethic, only without the possibility of them being leaders, like Synths without the Synth Leader tech for normal empires?

Seems fitting and the option to play a more "benevolent" machine empire that isn't a Pampering Engine seems lacking.
Argual  [author] Dec 3, 2017 @ 2:31pm 
This is a regular machine empire. It functions as if you did not select any of the 3 vanilla civs (Ext, Assi, Servi)
James Stone Dec 2, 2017 @ 5:32pm 
Can organics be citizens of this empire or is this like regular machine empires where you're forced to displace them?
Argual  [author] Oct 20, 2017 @ 5:52am 
After some experimenting and code exploring, I managed to make the mod function without overwriting vanilla files. This should make this compatible with all other mods. I think. :)
Darrien Oct 18, 2017 @ 10:20am 
Yeah nevermind, I forgot its only for the machine empires to start with it.
Argual  [author] Oct 18, 2017 @ 10:04am 
But wouldn't that make this tech a starting tech for everyone? I copied the way the mechanist civic works, so I think if there were a better way for it they would use that. Anyway, if u can link me the info i will gladly change the mod, i wish to keep vanilla file alterations to a minimum.