26 ratings
Mechanist Civic Fix
File Size
0.007 MB
Dec 24, 2018 @ 3:09am
Mar 13, 2019 @ 1:30am
11 Change Notes ( view )

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Mechanist Civic Fix

This mod rebalances robot creation by adding a new ruler job for mechanist empires which contributes to robot production, so that as a mechanist empire your robot creation speed will increase as you develop your planets. This fixes what (in my opinion) was a massive flaw with the mechanist civic; that for for an empire with a heavy focus on robotics, mechanist empires don't seem to get much of an improvement to the development of robots compared to other empires. Now mechanist empires truly give a feeling of a society built around robotics. In doing so this causes a stacking effect making empires with the mechanist civic and synthetic ascension create robots even faster.

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Peter34 May 22, 2019 @ 5:35pm 
So, will you update and re-balance this mod?
Peter34 Mar 13, 2019 @ 4:24am 
Tweaking the number of Mechanist Jobs is also an option, of course.
Creator Of Empires  [author] Mar 13, 2019 @ 1:34am 
@Peter34 I've been meaning to rebalance the mod sometime, because I've noticed that when mechanist and synthetic ascension are combined robot growth becomes quite overpowered. I've adjusted the numbers on the robot growth to make it not quite as overpowered and i might be making more adjustments in future, most likely tweaking the amount of mechanists one can get from administration buildings.
Peter34 Mar 12, 2019 @ 11:06am 
I think the new Ruler Job, added by this mod, is a bit too powerful... It privileges Mechanist notable above other Civics, which is problematic for social MP games, where the ideal is to see the human players make a variety of choices, instead of all gravitating towards the same one or two options.

In Stellaris post-2.2, POP growth is hugely important, so the obvious way to tone down the Mechanist Civic is to either make it give only +0.75 Robot POP Growth per Job, or else drastically reduce the Amenities produced by the Job.

I do agree that vanilla Mechanist is too weak, but this mod swings too far in the other direction.
Peter34 Mar 9, 2019 @ 12:00am 
The first game, I immediately switched to Academic Privilege. Some months after, I noticed I had an unemployed Specialist tier bio-POP. I played for a bit, then re-started. This time, I did not switch to Academic Privilege, and the problem didn't re-occur.

I did switch to Academic Privilege some years into the game, but that did not cause problems. So I'm not sure what it was.
Creator Of Empires  [author] Mar 8, 2019 @ 11:03pm 
@Peter34 I did a test run with a Mechanist Technocracy on the current version and I didn't see what you described. If there was a glitch in my mod causing that it should be fixed in the current version.
Peter34 Mar 7, 2019 @ 10:00am 
Playing as Technocracy Mechanist, I find myself with an unEmployed Specialist Stratum POP at gamestart. Is that by any chance caused by this mod...?
Tyro (they/them) Feb 7, 2019 @ 8:29pm 
Creator Of Empires  [author] Jan 22, 2019 @ 6:21pm 
@Tyro it should work with those versions, i'll see what i need to update anyway.
Tyro (they/them) Jan 22, 2019 @ 11:31am 
Could you update this for 2.23 & 2.24 beta?