Stellaris

Stellaris

88 ratings
Machine Government
   
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167.929 KB
Mar 31, 2018 @ 1:22pm
Apr 29, 2018 @ 8:41pm
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Machine Government

Description
This mod adds a new civic, Machine Government, to start the game with a combination of machine drones and organic citizens. The intent is to play as an AI built by an organic civilisation to run their government and industry. Think Rogue Servitors but with less of the Rogue.

I have erred on the side of providing more options to the player. If you think certain living standards or technologies are overpowered, you are free to not use them.

Random AI empires will not use this civic.

Features
Organic pops can be designated full citizens, slaves, residents, or undesirables. Purged species can be disposed of in a variety of ways, from displacement to neutering to extermination.

Depending on their rights, organics can be scientists, governors, admirals or generals - but only mechanical armies are available for construction.

Access to a range of living standards including Utopian Abundance and Academic Privilege, and food stockpiling and refugee policies. Machine Governments can also take part in migration treaties.

Access to the full range of habitability and genetic engineering technologies and ascension perks.

Limitations
Unfortunately, I cannot find a way to allow Machine Empires to trade food, as it appears to be hard-coded. However, AI-controlled empires will offer minerals or energy for food if they're starving, so there's that.

Bugs
I'm sure these exist, so let me know and I'll do my best to fix them in a timely fashion.

I would like to point out that being able to give full citizens impoverished conditions is a vanilla option, despite what the tooltip says.

Known Issues:
  • Robots from conquered worlds have citizenship instead of servitude

Compatibility
This mod overwrites 00_actions.txt

The following files are partially overwritten:
  • species_rights.txt
  • 00_buildings.txt (farms 1 to 5)
  • 00_habitat_buildings.txt (hab agri bay)
  • 00_soc_tech.txt (farm upgrades and food replication)
  • 00_rules.txt (specifically, pop_eats_energy)

The following first contact events are overwritten:
  • action.1
  • action.100
Unfortunately I have not been able to find a way to get around overwriting these two.

Compatibility Patches
Core Game Mechanics: Buildings - restores machine government access to standard agricultural buildings as well as additional content, if enabled.

Credits
This mod began as a ground-up rebuild of Machines and Hiveminds Coexist by Terran538 to fix some issues around species rights at game start and a few other problems I found while playing
The parrots in the screenshots are from Splendid Parrot Portraits by Mr.Masakari and Field Marshall Spock
73 Comments
N a n a c h i Apr 5, 2023 @ 3:52am 
smh.
N a n a c h i Apr 5, 2023 @ 3:52am 
Just need to force that in events. set_living_standard = {
country = root.owner
type = living_standard_normal
}
}
Gazingus Dingle Bordaviq VI Apr 4, 2023 @ 7:23pm 
Someone needs to update this, im tired of playing AI cliches
Kangarus Mar 18, 2022 @ 12:46am 
Dead in the water. Too bad I'm not a modder otherwise I'd update it for 3.3 - hopefully someone with skill enough will reboot this mod if the original author doesn't come back to it. Would have been cool to play this civic type.
Greenshadow Oct 19, 2021 @ 12:49pm 
Gotta love how god tier mods like these are left behind in the dust while memey and unnecessary mods are constantly kept up to date with stellaris...
FallenStar39 Jun 19, 2021 @ 12:14pm 
Is this 3.0 compatible?
Hunter Jul 17, 2020 @ 2:42pm 
@LunasGonnaLoon Is there some video able to show me how to do it somewhere? Not sure what id be doing.
N a n a c h i Jul 17, 2020 @ 2:33pm 
@Hunter, well, in 2.7.1 there just lines that restrict gestalt use some policies. One mod can fix that.
Hunter Jul 17, 2020 @ 2:28pm 
@LunasGonnaLoon I am completely clueless when it comes to Stellaris modding and that mod looks really complex, I don't even know how I would start.:steamsad:
N a n a c h i Jul 17, 2020 @ 12:29pm 
@Hunter, try !Unnoficial machine dlc, just copy some lines and use as your mod. It's already included to 2.7.1 version.