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jordanleemn Jun 13, 2024 @ 10:50pm
Stacking auto mod traits
Can I stack the overturned auto mod trait the biological auto mod trait and the cybernetic auto mod trait and have all 3 actually function

What little testing I did was with biological and cybernetic ones and I couldn't get multiple working at once just wondering if anyone has gotten them to work?
Originally posted by Azor:
yes they work indepedently. Auto modding doesn't take effect instantly, maybe that's why it didn't look like it worked. Augmentors increase the rate of cyborg automodding and Gene Clinic jobs increase the rate of biological automodding.
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Azor Jun 13, 2024 @ 11:07pm 
yes they work indepedently. Auto modding doesn't take effect instantly, maybe that's why it didn't look like it worked. Augmentors increase the rate of cyborg automodding and Gene Clinic jobs increase the rate of biological automodding.
CrUsHeR Jun 14, 2024 @ 5:15am 
Just FYI, the auto-modding sucks for Cyborgs. Especially the biological one, but i also don't recommend the cyborg version.


1. All species in your empire already have regular organic traits. Which don't stack with organic auto-modding. Using 3 points on this is 100% wasted. Just make sure they are Thrifty if possible, because Trade Value does not scale with any resource output bonuses.

2. Cybernetic auto-modding traits don't even have a version to increase unity. They always get happiness instead. Which is even more of a letdown, because unity jobs are usually bundled with amenities or trade value.

Individual pop happiness doesn't even do anything; you only get a planet-wide average approval rating which increases stability, but happiness should already be capped for everyone regardless.

3. There are no traits to increase e.g. Alloy production, this is already handled with the flat cyborg output bonuses. Tradition, Impresario, Augmentation Center etc. And the trait for +5% all resources is not included in the auto-modding list.

4. If you have pops working as miners or technicians, there's something wrong with your empire build. You get 3 arc furnaces. 5 with mega-engineering. Hydroponic bays. Subsidiary vassals. And the best cyborg government is obviously the Corporate Neurocommerce.

5. Augmentation Bazaars: This only scales with the number of cyborg traits. So getting 2 cyborg traits for 1 point (e.g. research + trade) instead of cyborg auto-modding for 2 points, and as many other cyborg traits as possible, gives a higher bonus. Even if just a few percent.

6. Corporate Hedonism: This is actually very powerful when turning down the pop growth scaling penalty. Make your trade planets Ecumenopolei, build only leisure districts.
Obviously the Entertainer jobs count as amenities jobs, while you definitely needed the trade value bonus for them. Again making both auto-modding traits 100% contraproductive.
Last edited by CrUsHeR; Jun 14, 2024 @ 5:55am
arronax06 Jun 14, 2024 @ 7:05am 
Originally posted by jordanleemn:
Can I stack the overturned auto mod trait the biological auto mod trait and the cybernetic auto mod trait and have all 3 actually function

What little testing I did was with biological and cybernetic ones and I couldn't get multiple working at once just wondering if anyone has gotten them to work?
Yep, here's a screenshot with the three working at the same time :) : https://www.reddit.com/r/Stellaris/comments/1cmjphz/i_love_the_automodding_but/
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Date Posted: Jun 13, 2024 @ 10:50pm
Posts: 3