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Synth Collective
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0.030 MB
Apr 8, 2017 @ 5:13am
Oct 19, 2017 @ 9:10am
27 Change Notes ( view )

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Synth Collective

Lets you play as an empire of sentient, autonomous, free-willed Synth individuals, with the traits you choose. Kinda like the Gen 3 synths in Fallout. Basicaly a pre-ascended empire.

Also, optionally assimilate other species, like the Borg do. Assimilation speed scales with number of pops, unlike Paradox's fixed 1 to 4 a year.

Let me emphasize that: These are NOT a replacement for Paradox's Gestalt Consciousness / Hive Mind robots from the DLC, but robotic individuals. They can be happy or unhappy. They have an ethos. They can and WILL join factions. They get the normal events like space piracy or cultists or whatnot.

Basically, quoth Glory from Falllout 4: "I'm as real a girl as you'll ever meet. The only difference is I bet your assembly instruction were a hell of a lot more fun."

Also, unlike Pardox's machine empires, these guys CAN coexist with the meatbags, if you want to run a multicultural empire. Basically you don't HAVE to kill all humans. It's just a fun hobby ;)


- allows using the robot class and portraits for your population, in which case you get to use the machine traits

- or pick a biological portrait for your synth empire, in which case you get to pick from the biological traits

- as of 1.8, you CAN change your starting traits, but keep the "Robotic Immortality" trait, as it is the trigger for the mod's scripts.

- New synths will keep your portrait, traits and species name

- can coexist with organics, IF you want to run a multi-cultural empire (though they might still think you're a soulless machine, and the spirituals... well, they'll still dislike that you even exist.)

- if you choose to assimilate aliens (via the citizenship type Assimilation in the Species window), the assimilation speed scales with the number of pops.

- at the game start you will automatically be given the techs to make more synths, and your country is set to have full AI rights, allowed AI pops, and the AI accord. So basically your robots can't rebel when the AI crisis rolls over the galaxy.

- starting farms convert to power plant at startup

- any food tiles on home planet convert to energy tiles at startup

- your synths only need 24 months to build, instead of the vanilla 30.

- any other synths you may get from other sources, such as conquered planets or auto-build mods will be automatically scheduled for an upgrade to your species. This includes matching your name and appearance, if you changed yours from standard robot.

- included Fallout 4 style synth name list

- a custom solar system initializer for your robots (or anyone else you wish) to start on. The systems don't have much food, but they do have plenty of energy and minerals.

- three pre-scripted synth empires. You can just play one of them as it is, or you can edit them when setting up a game. Or create your own from scratch.

- the pre-scripted empires start by default on a "tomb planet" (aka, nuked planet,) in case you want to play a Fallout sequel, but you can always edit that at game start. (And probably should unless you want to annoy a certain fallen empire.)

- synth leaders (even from non-synth and/or non-player empires) get regular tune-ups, so effectively they don't age

- fixes Paradox's bug, where synths get -10 happiness for being automatically forbidden to reproduce


- pick a portrait from the "Synthetic Beings" category, if you want machine traits and being able to assimilate, or from any biological category, if you want the biological traits and don't want to assimilate

- pick the "Robotic Immortality" trait for your people (mandatory; it's what triggers the setup script)

That's it. Choose the rest of the stuff as you wish, and you're good to go.


1. Please refrain from trying to over-ascend so to speak. You're more robotically pre-ascended right from the start than Utopia lets you get. Trying to ascend your synths to... err... synths won't stack any bonuses. Quite the contrary.

Going cyborg with your synths, will turn them into cyborgs, which is a step back. And even if you finish going back to synth -- never mind that, quoth Daffy Duck, "Was this trip really necessary?" -- it will still be a downgrade from the synths you start with.

3. Your synth scientists will still come up with research alternatives like hydroponic farms (synths don't eat food,) colony habitats (synths have +200% habitability) or increased leader lifespan (synths are immortal,) much as they're 100% useless for synths. That's not from this mod, it's all Paradox. But they may help your organic populations, if you choose to coexist with them, so it's not all bad.

4. The game will still generate leader traits purely randomly, even if the trait makes no sense for synths. E.g., you'll still get "resilient" leaders in your pool, even though synths are immortal anyway. E.g., you'll still get agrarian governors, even though synths don't need any food.

I tried to keep your starting leaders sane, by removing useless traits and replacing them with something more useful But after enough years, you'll see agriculture specialists in your governor pool and whatnot again. I don't remove those after start, since, well, you might get biological pops later, which benefit from those. (Or not, if you choose to kill all humans or assimilate them.)

Which is more than offset by...

5. ALL synth leaders get a pretty hefty "synth" trait, which makes them significantly better at whatever their job is. So scientists research faster, admirals fight better, etc. If it makes the game too easy in the beginning (later other empires get such traits via ascension), and if that bothers you, well, I guess you can always just set the game difficulty higher to compensate. Or go annoy some fallen empire, I guess.

6. The supplied Fallout system initializer is maybe slightly too rich. I reduced it to be less over the top, but it's still on the rich side. If that's a problem, you can always hit the "Edit" button at empire selection, and pick another initializer (e.g., "Random" or "Sol") for your home system.
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badbpeng Feb 22 @ 9:03pm 
Anybody know if this mod was broken by the Apocalypse/2.0 update, and any plans on updating it?
AniGa Feb 6 @ 9:48am 
Hey, you say here that I'd have to pick a portrait from "Synthetic Beings" for a custom species for this mod to work.
Could I also pick one from any other Machine category (the vanilla one or any custom one)?
CommonLogic Feb 1 @ 4:28am 
Do A.I use this?
Koopak Jan 21 @ 9:27am 
@jadtiger Just deleted previous post, realised in testing that i didnt follow mod instructions. I made syncractic species not get converted in the initalizer thus adding compatability for biological syncratic species, dunno how to have the inverse work yet, but its a start. Its a simple change so when you get the chance contact me and ill send you the changes initalizer and point out the change, very simple.
CoffeeKitty Jan 21 @ 8:17am 
@jadtiger do you have any ability to, or plans to add support for syncretic species? i looked through the initialization events file to try to pick out, but the method you used to replace the pop is a little beyond my understanding, given that you cut the assimilation off after running it, could you add in a check for syncretic species and then at that point only replace say 0.5 of pop? (leaving half synth and half unmodified?) just a suggestion, thanks :) great mod though
Phrosst Jan 20 @ 9:06pm 
Thank you, in combination with a machine world start mod. Now i can play as an empire who was forced to embrace technology and turn earth into a machine world in order to surivive the aftermath of a Nuclear war that destroyed practically all life on earth.
Unknwn Prson Dec 8, 2017 @ 11:21am 
Thanks :)
jagdtiger  [author] Dec 8, 2017 @ 10:41am 
Sure, go for it. I'm all for other people making mods. Means more mods for me to play with :)
Unknwn Prson Dec 8, 2017 @ 10:24am 
@jagdtiger Hi, I am making a "merge/patch" mod (and some of my own features added) that uses your mod and silfae's Animated Synthetics Portraits - Expanded mod. And I was wondering if it would be okay with you if I could post it publically. I will give credit to both you and him. Also the mod requires both yours and silfae's to function, it is not a standalone.
Time Turner Oct 26, 2017 @ 2:39pm 
Yeah Custom empire that is not under my control set to spawn