Stellaris

Stellaris

View Stats:
Alxndr Aug 30, 2024 @ 10:23pm
Machine auto modding trait
So I've just unlocked the modularity tree and have 4 extra traits to pick, one of them is auto modding and the modularity tree seems to be quite focused around this auto modding feature but I'm not sure I understand it, or that it's worth it?

Currently I have super conductive, emotion emulators, mass produced, and my (free 0 point) trait pick is research assistants.

If I keep my current traits, but pick up auto modding for 3 trait points, what will it do? Will it change out my existing traits for some other random ones?

I have a feeling, like most automated stuff in Stellaris, that it will pick garbage traits instead of useful ones that are actually good.
< >
Showing 1-5 of 5 comments
NorthernDavid Aug 30, 2024 @ 10:37pm 
The auto modding trait has a pool of traits listed on it.

These traits are generally the ones were pops of this job produce more.

The way it is supposed to work is when a pop is assigned to a job, after a period of time the automod trait will effectively become the trait for the job that pop is working.

If you already have that trait on all your pops the auto modding trait will have no benefit.

It doesn't change any traits other than basically becoming a copy of a job related trait for each pop based on the job that pop is working.

Edit: I could be wrong about that but, that is how it works as far as I know.
Last edited by NorthernDavid; Aug 30, 2024 @ 10:38pm
Cerodil Aug 30, 2024 @ 10:39pm 
As far as I'm aware the auto modded traits don't stack with their normal counter parts. So a pop with emotion emulators working as a researcher would cause auto modding to be a waste.

If you take an auto modding trait you want to avoid using any of the traits it would swap to. You'll want to remove superconductive and emotion emulators as they would make the auto modding a waste. The tool tip will tell you which traits to avoid.

You don't need to worry about the ai picking something dumb for the traits because it's based on the job they're working.

Just make sure you have the correct building on each planet so that all your pops can get the correct trait for their job in a decent time frame.
Hiro Protagonist Sep 4, 2024 @ 9:12pm 
Do auto mod traits still get applied to virtual pops? I just ascended my auto-modded machine race and I'm trying to figure out whether it's worth deleting all of my assembly plants or whether to keep them around for modding pops.
Battlehart Sep 5, 2024 @ 1:00am 
If you've finished the modularity tree, why not just get Dark Matter engines and get +40% from all jobs? It's well worth it, even if you have to buy the dark matter on the market.

Your main question was already answered, but I thought I could perhaps expand a bit.

Auto-modding doesn't actually change out your traits (the value of pops on the slave market will not be affected by their current specialisation) and it doesn't pick at random. The auto-modding trait simulates other traits based on the specific job of the pop and what resource it currently creates, in order to produce more of it (i.e. the auto-modding trait will simulate the harvesters trait if the pop is currently generating food, and will increase the food output by 15%). You can see this by selecting a pop in a farming job and the traits will show the harvester trait with a small auto-modding trait attached to it.

If a pop already has the correct trait for their job, they will not auto-mod at all (i.e. your pops have the adaptive frames trait and the harvesters trait, then any pops in jobs creating food will not auto-mod). This is even true (I tested it just now) for pops who's job creates 2 resources (e.g. evaluators create unity and amenities) and have the trait for one and adaptive frames. They will not auto-mod while in that job. However, if you can get them to get the correlating auto-mod from another job and then switch, they will not mod away from it. (I had pops with propaganda machines and adaptive frames. I was able to get one to be a maintenance drone and it got the emotional emulators mod, and then I got it to switch to the evaluator position and it did not lose it's mod)

If the pop has not yet auto-modded, it will only show the auto-modding trait (adaptive frames for machines). If the pop has auto-modded with the harvester trait, and then changes to producing energy, then it will eventually change to simulate the superconductive trait to match it's current job. The amount of pops who auto-mod each month is limited by the level of your pop assembly building (machine assembly plant/complex for machines) at 2 per level, so it can be slow to change. The modularity tree (and associated agenda) increases the speed at which pops change their mod.

Yes, auto-modding does apply to virtual pops.
Elitewrecker PT Sep 5, 2024 @ 1:33pm 
Originally posted by Hiro Protagonist:
Do auto mod traits still get applied to virtual pops? I just ascended my auto-modded machine race and I'm trying to figure out whether it's worth deleting all of my assembly plants or whether to keep them around for modding pops.
It does
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Aug 30, 2024 @ 10:23pm
Posts: 5