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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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Will we be able to apply caste system to robots?
Also, not particularly related, but will we ever be able to use livestock slavery and caste system? I would really like this for roleplay reasons.
Edit: Specifically, I have a authoritarian/militarist/materialist empire where I'd like to be able to put alien species as caste system livestock, but I can't because livestock is limited to xenophobes and full slavery as I understand it.
 
Uhh, has no one else noticed that the robots are 150 minerals/50 energy rather than the other way around? That's a really, really huge nerf...

It's a change we're trying out internally right now. Not guaranteed to stay that way at release, which is why I didn't bring it up in DD.
 
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?
Only scenario I can think of with global food - insufficient food in general, insufficient influence to transfer to another planet, need to boost growth on plane Z, eat population on planet Y and X, to reduce consumption and increase production.
Another possibility - you have just lost your food producing planet, willing to sacrifice 2 pops on core planets doing research, so that your overall growth doesn't stop until you build your food production facilities up again.
Makes sense?
 
Will we be able to apply caste system to robots?
Also, not particularly related, but will we ever be able to use livestock slavery and caste system? I would really like this for roleplay reasons.
Edit: Specifically, I have a authoritarian/militarist/materialist empire where I'd like to be able to put alien species as caste system livestock, but I can't because livestock is limited to xenophobes and full slavery as I understand it.

If caste system had livestock, then that would be cannibalism? Maybe not exactly in your case, but got me to think of free pops eating enslaved pops, even if they're a fraction of the monthly food.
"Mom, that meat looks like aunt's tentacle"
"Son, what happens in the food surplus, stays in the food surplus."
 
Uhh, has no one else noticed that the robots are 150 minerals/50 energy rather than the other way around? That's a really, really huge nerf...

I would say that's a buff.
Minerals are more common than energy so it reduces the cost of one pop and it allows us to build more robots in early game when energy is really lacking and where extra pops are the most valuable.
 
I would say that's a buff.
Minerals are more common than energy so it reduces the cost of one pop and it allows us to build more robots in early game when energy is really lacking and where extra pops are the most valuable.

1 mineral is worth 1.5-2 energy. Look at how much buildings produce. It's far easier to produce 150 energy than 150 minerals.

This is doubly the case when the Reassembled Ship Shelter means that your first pop on any planet is probably mining a +3 or +4 energy tile.

On top of that, Robots are one of the only things you "buy" with energy. This change means there's no good way to spend energy surpluses, only mineral surpluses matter.
 
Can you clarify? does this means that residence citizenship will not allow for pops to join factions? Like slavery now? Or is something else?

Residence citizens can join factions, but the way a faction's power is calculated (which affects among other things, their vote share in 1.8 and how much influence you get if they're happy) a pop with Residence contributes only 20% of the power of a citizen pop. This means that if you have a faction with 10 citizen pops, and another faction with 10 residence pops, the first faction will have 80% of the overall power instead of 50%.
 
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.
Yes I like this! It would be a good middle ground. Slaves already have little to no rights so being able to "disassemble" them like robotic servants just feels intuitive.

(Here's hoping nobody will ever quote me out of context ,_,)
 
What's an advantage of AI servitude? AI banned policy gives improved droids, AI servitude allows for unhappy synths. Both versions are useless for science, but second one also grants instability...
 
With the addition of Robomodding, can you make possible to Game Modders add other types of Pop Modding to the game? Like a Social Modding. I think that there some traits that should be cultural instead of biological, but simply blocking acess to genemodification for those traits wouldn't do, since Culture isn't a rigid thing and a government can try to chage those things by means of propaganda. Ideally this change would be more organic, like pops working for a very long time in a Farm would gain the Agrarian Trait, but I don't see why Stellaris can't have both systems.
 
Residence citizens can join factions, but the way a faction's power is calculated (which affects among other things, their vote share in 1.8 and how much influence you get if they're happy) a pop with Residence contributes only 20% of the power of a citizen pop. This means that if you have a faction with 10 citizen pops, and another faction with 10 residence pops, the first faction will have 80% of the overall power instead of 50%.
Thanks, looks amazing.
 
robots/droids/synths are all good but there seriously should be an option like an edict or something where you can completely ban/block robots/droids/synths and the option should have been there from all along from the beginning

will we finally be able to create a synthetic hivemind and if so can we make one from the very start
 
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.
That is a horrible solution. It is like "Yeah, we have a micromanagement hell but wait for what we are going to offer! Micromanagement limbo! A mild suffering instead of horrible tortures! Eco-friendly recyclable tanks with 100 degree celcium distilled water instead of pig iron cauldrons full of boiling oil!"
Automatic exploration as a tech instead of default feature was bad enough but this is even worse.