Stellaris

Stellaris

Better Robotics
12 Comments
Shurimoo  [author] May 3, 2020 @ 8:41pm 
lmao well it's good that it works I guess; I haven't updated it for a while.
Boy Butter May 3, 2020 @ 6:40pm 
Ok sorry this mod is fine i had to sift through 40 mods to find the one dumb fuck fucking it all up and i found it.
Boy Butter May 3, 2020 @ 1:04pm 
Unable to build the two robot assembly plants. Everything else works fine though.
xXdoragXx Jan 25, 2020 @ 11:55am 
this mood makes me fucking cooom
Underworld_lord Mar 24, 2019 @ 6:23am 
Thanks man, I really apreciate it
Shurimoo  [author] Mar 24, 2019 @ 6:21am 
@Underworld_lord
Updated it but I'm not sure if I'm still overwriting stuff from 2.2.4-6. Stopped playing a bit after 2.2.3 to await optimization patches since even mid-game was disappointingly laggy. I skimmed the new files and transferred patch values as I recalled from the patch notes I read but that's obviously not exactly thorough. Also did some cautionary nerfs related to a couple buffs I did, as vanilla changes make them unnecessary and likely outright overpowered.
Underworld_lord Mar 24, 2019 @ 3:54am 
Is this mod going to get updated? I really miss it in my newer playthroughs
nephilimnexus Dec 30, 2018 @ 7:37pm 
Thanks! Paradox's robot pop-growth rules were so backward it was laughable. Reminded me of a scene from Starsiege...

"If those machines want to fight a war of attrition, we'll give it to them!"
"Are you mad? It takes nine months to grow a human, at least fifteen years before they're old enough to fight and then another four months to train them how. The Cybrids can crank out a new unit in a matter of days and they're booted up already knowing how to kill."
FireStorm Dec 23, 2018 @ 8:40pm 
I am liking the changes and the updates to the mod. I cannot wait to see what else you add to it. This makes Robots much better without making them OP.

Thank you.
FireStorm Dec 18, 2018 @ 5:56am 
@Shurimoo

Thank you for the update, I will follow up ASAP. If it helps I generally found the economy to be rough early on (without your mod), it generally felt like the upkeep across the board for robots should be reduced (15-25%?), I mean they are an robotic empire, they should know how to make things more efficient than Non-Machine empires when building and using robots.

Having more growth may help that out, once population gets up there, maybe worth considering the reduced upkeep? Sounds like something to add to the Machine Empire "Authority" modifier (like Hive-Mind gets +Growth).

I really think Paradox balanced the game according to Non-Machine Empires who have the Trade mechanic, and forgot that an entire DLC was devoted to robots.
Shurimoo  [author] Dec 17, 2018 @ 11:38pm 
@FireStorm I've updated the description with vanilla values for comparison and actually got a chuckle from it since I didn't really process how astoundingly terrible they are in base 2.2- I started making the mod off of the experiences of a friend and the general consensus in the community made it clear robotic civs weren't exactly in a good position.

Okay so I had a giant thing that ended up being 2616 characters and steam only allows 1000 so uh I guess I'll just not post that.

TL:DR Please let me know if you find the Machine Empire early game to be an economic struggle, as I am now past that point in the test game and thus can't really feel how much of a sting those -2 minerals/job hurt your early construction compared to the population build rate gains during the initial ~50 or so years.
FireStorm Dec 17, 2018 @ 1:24pm 
If this does what I think it does (May I recommend adding before/after stats), then this will be lovely.

I generally found Machine empires to be nerfed in 2.2 so I am hoping some tweaks like the above help.

I will be checking it out tomorrow when I have a free day from work.