Stellaris

Stellaris

Machines & Robot Expansion Continued
Openly Retro  [developer] Feb 18, 2024 @ 5:39pm
Suggestions for improvements & content
I have a lot of things planned myself to add to this mod.

I think also a lot of you out there also have ideas of things you'd like to see. I'd really like to hear your ideas.

Modding takes work, so it may be a while before suggestions get implemented. As I am still working a 9-5 with obligations outside work. Part of developing new features is also gauging how feasible it is, how much work will it take, is it going to affect balance, does it add to immersion.

Fire away :)
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Showing 1-15 of 28 comments
Openly Retro  [developer] Mar 6, 2024 @ 5:30pm 
Suggestion has been made by several people for an "automated" origin, I have brainstormed some playstyle mechanics and events/RP content. Starting on a World Machine, with reduced pop growth, and some other tweaks, so that the playstyle is mainly focused on automation and requires very few pops.
Openly Retro  [developer] Mar 6, 2024 @ 5:40pm 
Originally posted by harozuken:
for the merchant machine civic, do you think you could implement branch offices? Perhapse offworld bio trophy buildings (Amusement parks/disaster outreach centers/ servitor stations, however you want to justify it for your particular empire)

I don't know how difficult that will be. Currently the way Merchant Machine works is it stockpiles deposits on the player's home planet. Over time, this ends up being a nice big source of energy. Behind the scenes it is not using the game's "trade" system, but it does make it look like it's using trade. I will think about adding some more "trade" mechanics.
Nox Mar 28, 2024 @ 6:05am 
I think that leader skill level should affect pickable trait number since you pick traits when you level up.Because builded leader seems subpar to their natural grown competitors.
Openly Retro  [developer] Mar 31, 2024 @ 6:53pm 
Originally posted by Liberty Prime:
I think that leader skill level should affect pickable trait number since you pick traits when you level up.Because builded leader seems subpar to their natural grown competitors.

I have been thinking about this for a while, and I am looking at a way to make the leader builder on par with the base game.
This probably would be overpowered, but would there be any way for bio-mechanical ascension species to gain biologial ascension traits or so?
KaneDraco Apr 27, 2024 @ 9:15am 
I am not sure how difficult it would be, but i play with Gigastructures Frameworld origin and would like a way to convert outpost to the automated planets and build districts etc. Again, I'm not sure how much of a pain that would be. It seems to fit the giga-lore of only having pops on the frame world while the outpost can be giant machine planets. Maybe if there is a way to make a megastructure version of them instead? Just throwing some ideas
Openly Retro  [developer] Apr 27, 2024 @ 2:04pm 
Originally posted by Xyllisa Meem Paradox Station:
This probably would be overpowered, but would there be any way for bio-mechanical ascension species to gain biologial ascension traits or so?

Hi Xylissa, I will think about this and potential balance issues. There might be a way to grant additional, more powerful traits through a tradition tree or new tech options.

Originally posted by KaneDraco:
I am not sure how difficult it would be, but i play with Gigastructures Frameworld origin and would like a way to convert outpost to the automated planets and build districts etc. Again, I'm not sure how much of a pain that would be. It seems to fit the giga-lore of only having pops on the frame world while the outpost can be giant machine planets. Maybe if there is a way to make a megastructure version of them instead? Just throwing some ideas

Hi KaneDraco, that is an interesting idea and I will think about it. Frameworld has been one of my favorite playstyles.
Last edited by Openly Retro; Apr 27, 2024 @ 2:04pm
Hi, with the new DLC I was wondering if it would be possible for a way to go from synth to one of the new ascension paths introduced for machine empires, such as flipping from synth species type to machine type?
KaneDraco May 18, 2024 @ 4:53pm 
So a suggestion for when you get a moment. Add on to nano-tech tradition that allows planets to spawn pops using nanites similar to virtual but limited to nanite worlds and max 1 pop per planer per month. Also a trait that makes them use %50 less housing on nanite worlds.
Openly Retro  [developer] May 19, 2024 @ 6:26pm 
Originally posted by Xyllisa Meem Paradox Station:
Hi, with the new DLC I was wondering if it would be possible for a way to go from synth to one of the new ascension paths introduced for machine empires, such as flipping from synth species type to machine type?

Hi Xylissa. I think that will be doable in a future update.
Openly Retro  [developer] May 19, 2024 @ 6:31pm 
Originally posted by KaneDraco:
So a suggestion for when you get a moment. Add on to nano-tech tradition that allows planets to spawn pops using nanites similar to virtual but limited to nanite worlds and max 1 pop per planer per month. Also a trait that makes them use %50 less housing on nanite worlds.

Hi KaneDraco. I have not yet gotten familiar with the Nanotech tradition, so it will take me a bit to evaluate how doable this is. I don't know about changing existing tradition trees, overwriting vanilla stuff is tricky. Something like you requested might be doable by policy or edict.
Openly Retro  [developer] May 19, 2024 @ 8:37pm 
Originally posted by Xyllisa Meem Paradox Station:
Hi, with the new DLC I was wondering if it would be possible for a way to go from synth to one of the new ascension paths introduced for machine empires, such as flipping from synth species type to machine type?

I did some playtesting. You can start as normal bio empire, do synth ascension, (or use Synth Ascended origin from this mod) pick Mind Integration AP to convert from mechanical to Machine, then do the new Machine ascensions.
Horangye May 21, 2024 @ 11:36pm 
How about adding a dedicated Colosus to that mod? As far as I know, Stellaris already has a Colossus called Nanobot Diffuser dedicated to Driver Assimilator. Likewise, when players are promoted to synth or start with a machine intelligence or individualism machine, it would be nice to be able to assimilate all the pop on the planet into a player's race. And even when you start with a machine intelligence or individualism machine, it would be nice to be able to assimilate biopops.

I used a translator, so the content delivery may not be accurate.
Sorry to bother, but would it make sense to change/alter the mind integration perk to some degree to simply allow yourself to become individualistic machines with the optional avaliability to become a machine intelligence empire?
Samuel L May 26, 2024 @ 8:58am 
Can you make it so that we can terraform mechanical/other worlds back to normal worlds if we wanted, in case we change our minds
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