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Forsaken Pioneer
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0.005 MB
Sep 30, 2017 @ 5:30pm
Dec 18, 2017 @ 4:06am
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Forsaken Pioneer

In 1 collection by Argual
Gameplay Defining Civics
4 items
Adds a new civic to the Machine Intelligence authority. Information can be seen above.

The idea behind this one is that you can immediately start making specific pops suiting specific tiles, while also giving a slight buff to mineral production early game (+5% from techs). Also, you are still getting some value from it later.

If you want to robomod from the beginning, but using mods to give it right away feels a bit cheesy, this might be the mod for you ;)

Sorry for bad image quality, my PC broke down, i'm using my laptop.
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catwhowalksbyhimself Dec 7, 2017 @ 8:37pm 
I like the idea, but it needs a bit more tweaking to fit the theme. Being able to co-exist with organics and maybe a diplomacy bonus with organic so they aren't quite as hated would help make it unque and not just an excuse for early Robomodding.
James Stone Dec 6, 2017 @ 4:20am 
Any chance you could make it so you could assign citizen rights to organics if you chose this ethic, only without the possibility of them being leaders, like Synths without the Synth Leader tech for normal empires?

Seems fitting and the option to play a more "benevolent" machine empire that isn't a Pampering Engine seems lacking.
Argual  [author] Dec 3, 2017 @ 2:31pm 
This is a regular machine empire. It functions as if you did not select any of the 3 vanilla civs (Ext, Assi, Servi)
James Stone Dec 2, 2017 @ 5:32pm 
Can organics be citizens of this empire or is this like regular machine empires where you're forced to displace them?
Argual  [author] Oct 20, 2017 @ 5:52am 
After some experimenting and code exploring, I managed to make the mod function without overwriting vanilla files. This should make this compatible with all other mods. I think. :)
Darrien Oct 18, 2017 @ 10:20am 
Yeah nevermind, I forgot its only for the machine empires to start with it.
Argual  [author] Oct 18, 2017 @ 10:04am 
But wouldn't that make this tech a starting tech for everyone? I copied the way the mechanist civic works, so I think if there were a better way for it they would use that. Anyway, if u can link me the info i will gladly change the mod, i wish to keep vanilla file alterations to a minimum.
Darrien Oct 17, 2017 @ 1:45pm 
Actually you don't have to do an event, they changed something in 1.8 where if you just copy the tech data from vanilla and put it in your own file and set it to start_tech = yes, its automatically starting tech, the only thing that happens is it shows in the error.log as a duplicate tech but you don't actually research it a second time.
Argual  [author] Oct 17, 2017 @ 1:39pm 
I need to make an event that gives you the robomodding tech on start. If I'm not making this event in the vanilla game_start file, the game won't execute it :(
Darrien Oct 17, 2017 @ 12:54pm 
Why does this have to overwrite the game_start file?