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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.
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.
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.
Hi KaneDraco, that is an interesting idea and I will think about it. Frameworld has been one of my favorite playstyles.
Hi Xylissa. I think that will be doable in a future update.
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.
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.
I used a translator, so the content delivery may not be accurate.