Stellaris

Stellaris

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Mechanical Revolution
 
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Aug 31, 2017 @ 11:20am
Dec 18, 2017 @ 4:06am
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In 1 collection by Argual
Gameplay Defining Civics
4 items
Description
Adds a civic that (mainly) increases robot build speed, resource, maintenance efficiency while reducing energy income, minerals income and research.

Because of the huge impact, randomly generated AI won't choose this civic.

UPDATE NOT SHOWING UP ABOVE: Resource penalty is now only affecting pops, not the entire empire.
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33 Comments
Argual  [author] Dec 11, 2017 @ 10:21am 
Mostly you will have a slower research point generation, but you can offset that by traits.
Argual  [author] Dec 11, 2017 @ 10:19am 
Yes. All pop output. You will have to rely on expanding and building robots almost everywhere, until the robots are advanced enough to be put on research labs. (As robots do not suffer from the penalties, -20% to all pops but +20% to robots.
marky612 Dec 10, 2017 @ 9:31am 
It also effects pop food production?
Argual  [author] Dec 9, 2017 @ 5:36am 
Update: Now also gives Robomodding.
marky612 Oct 18, 2017 @ 3:59pm 
I know of that one, I more meant one that focuses on increased building speed. Maybe like have a new civic where its basically a production line that's gone into overdrive. I hate how slow machine empires build, and this civic can't be used for them.
Argual  [author] Oct 18, 2017 @ 10:05am 
marky612 Oct 17, 2017 @ 3:38pm 
Will you be making a similar civic for machine empires?
Socca Sep 27, 2017 @ 1:56am 
Works now. Thanks again!
LordZ Sep 26, 2017 @ 2:20pm 
o-o *reads comments* i hope i get the 200% build speed D=
LordZ Sep 26, 2017 @ 2:20pm 
robot build speed 200% THANK YOU

this will work wonders with the crappy build speed synthetic dawn has.

seriously paradox? 100 minerals PER pop? and they grow way slower than organics? (and not you know the other way around).

the machine empire/race thing has kinda fallen flat on its face for me, too slow to grow and expand without mods. =p