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Stellaris Dev Diary #78: Robomodding & Robot Changes

Hello everyone and welcome to another Stellaris dev diary. Today we'll be talking about some changes coming to robots in the 1.8 'Čapek' update, including the ability to modify Robotic pops. All changes mentioned in this dev diary are part of the free update.

Robomodding
In the 1.8 update, it will now be possible to create different 'models' of Robot, Droid and Synth pops through a system similar to genemodding. By researching the 'Machine Templates' engineering technology, you will get access to robomodding and a single robot trait point. More robot trait points can be gained through further engineering research. Using these points, you can create templates with different configurations of traits. Rather than using the basic biological traits, robotic Pops have their own set of traits, some of which are not available to the more basic robotic types. Once a template is created, it is immediately available to be used when building robotic Pops on a planet, and existing robotic Pops can be converted into that template through a special Robomodding project that uses Engineering research.
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In addition to adding robomodding, we've also added support for switching Pop portraits into the genemodding and robomodding systems. If set to be permitted for a particular species class, that species class can have its portrait changed to any other portrait in the same species class as part of the template creation process. This system is also fully accessible to modders. But more on that in a later dev diary.
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One final note: Since the addition of traits to robotic Pops will make them, and Synthethically Ascended empires, stronger overall, we're going to be doing a balance pass on them and possibly making changes and/or buffing the other ascension paths before 1.8 comes out.

Robot Building
We've also made some improvements to how you build robotic pops. Robotic pops are now built through their own 'Build Pop' interface in the planet view, which lets you select what robotic model you want to build and also has the option to start building several Pops at a time. If this option is checked, you will be able to build robotic Pops on any number of tiles with one simple click each, massively cutting down on the clicking needed to fill up a planet. Note that this is only a UI change, and does not in any way change the mechanics of how robotic Pops are built.
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AI Policy & Techs
The way the AI policy works has always seemed inconsistent: Outlawing AI prevents you from building dumb robotic workers, but does not prevent researching Sapient AI or installing it on a spaceship. To address this issue and open up for more varied use of robots, we've changed the AI policy to be about sapience rather than about robots, and reworked some related technologies. The Sentient AI technology has been renamed Positronic AI, and is no longer a dangerous technology in itself (its effect has also been reduced to +5% rather than +10% research speed). The AI policy will not appear until this technology has been researched, as it's simply not relevant up to that point. Once it *does* appear, it has the following effects:
Outlawed: Sapient AI is outlawed. No effect on robots and droids. Prevents research and use of sapient combat computers. Synths can be researched and built, but have their sapience removed, removing their ability to feel happiness and essentially making them into slightly upgraded droids.
Servitude: Sapient AI is allowed, but Sapient AIs are considered property and have their free will restricted. No effect on robots and droids. Synths can be researched and built, but have slight penalties to energy and research production as a result of these restrictions. They also cannot join factions.
Citizen Rights: Sapient AIs are given full individual rights. No effect on robots and droids. Synths have citizen rights and can join factions, but some traits that depend on Synths being property (such as Domestic Protocols, which increases happiness for owner Pops) lose their effect and can no longer be added to new templates.
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Manual Disassembly
Finally, since outlawing AI no longer purges robotic Pops, we've added back the option to manually disassemble them. This can be done to Robots, Droids and Synths without citizen rights, and works the exact same way as a regular 'extermination' purge, killing the Pop(s) off in a relatively short time.
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That's all for today! Next week we'll be talking about combat balance, ship components and the changes we're doing to put some clothes back on those naked corvettes.
 
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Seems like another logical step here is to replace the "Cyborg" trait with the ability to add Robot trait points to biological species. Since "Robot" no longer means a single thing, "Cyborg" shouldn't either, right?
this would actually make a lot of sense.
 
I'm not sure I understand the reasoning for still allowing synths if AI is outlawed and just having them still buildable but some hybrid between droids and synths. Why not just make outlawed AI policy stop at droids and leave it at that?

Also, I'll be curious how this will effect ethics attraction and factions. Will having robots still increase materialist attraction even if the AI is outlawed? Will it make spiritualists unhappy?
 
I'm not sure I understand the reasoning for still allowing synths if AI is outlawed but instead make them still buildable but some hybrid between droids and synths. Why not just make outlawed AI policy stop at droids and leave it at that?

Lots of problems with handling if you end up with synth tech or synth pops anyway, so it'd be a hotbed of bugs and edge issues. Plus, synths are more advanced models with higher intelligence than droids even if not self-aware. They're not just self-aware droids.
 
The main reason for removing specific purge was less to do with micromanagement (though that was a factor) and more to do with the new faction/ethics system in Banks.
I used to think this made sense but it just recently occured to me that under the caste system, player is able to selectively enslave pops (by putting them on mineral and food tiles) therby removing them from factions and... this doesn't seem to be problematic at all. Wouldn't purging individual pops be pretty much the same?
 
Wait, I'm confused. Are you saying that you'd like for a race of sentient slugs to build robots that look like beautiful women?

Yes, i see your point there. So, robots in general would be something which are closer to the way the starting race looks like. A slug race would make them slug-like and so on.. So, it would just be way to complex to change the picture of them. Because you would have to install an extra robot counterpart, which does have some similarities to the race given. And because this is too much work, they just put in toasters like the ones given.
 
I used to think this made sense but it just recently occured to me that under the caste system, player is able to selectively enslave pops (by putting them on mineral and food tiles) therby removing them from factions and... this doesn't seem to be problematic at all. Wouldn't purging individual pops be pretty much the same?

The result of this tends to be creating a lot more egalitarians though.
 
The result of this tends to be creating a lot more egalitarians though.
That's true. There should be some negative consequences for messing with factions this way.

Humm... maybe individual purging could cost influence or even unity? That way at least it wouldn't be free?

Also, won't disassembling sapient synths without citizen rights mess with factions and ethics anyways? Or does lack of citizen rights mean they can't be sapient?
 
Will there be any way to ban all robotics as before? If, for example, I don't want any robots in my empire and I want any robots from the ceded planets to be automatically disassembled.
 
Correct me if I'm wrong but isn't the swap between energy and mineral costs of robot a huge buff ?
It will finally allow us to build robots on the very early stages of the game, yay !
 
That's true. There should be some negative consequences for messing with factions this way.

Humm... maybe individual purging could cost influence or even unity? That way at least it wouldn't be free?

Also, won't disassembling sapient synths without citizen rights mess with factions and ethics anyways? Or does lack of citizen rights mean they can't be sapient?

You can't disassemble synths with citizen rights.

It might be OK to allow individual purging of pops that similarly lack citizen rights (Residence/Slavery), as they contribute a whole lot less to faction strength in 1.8.
 
Will there be any way to ban all robotics as before? If, for example, I don't want any robots in my empire and I want any robots from the ceded planets to be automatically disassembled.

It wouldn't be too hard to add. Is there a real demand for it? (asking thread in general)
 
In a species like hive mind or pop are drones, that does not make much sense. A species like this would rationalize its populations. Hence my previous question.

I don't really see any issue with Hive Minds purging their own pops, but I also don't really see any point to it. What would it accomplish?
 
I feel like there needs to be a variety of robot portraits that can be selected when robomodding, they way one can instantly tell what kind of bot they have built and placed where, without any clicking or hovering.

Plus that means flavor.

But how cool would it be to have a big bulky robot for mining and dainty humanoid ones for human interaction?