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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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How will share the burden work on robots/synths in 1.8?
(enslaved+robots=20% bonus for synths + all other bonuses for slaves and synths racial/robot traits)

Share the Burden is gone. Instead some techs will improve slave and robot resource production slightly.
 
so how will robot slavery work?
Can they have a caste system or do you have to select certain robots to be slaves and others to be citizens/residents?
I mean it still the bonus from slaves+robots=minaral heaven= WAR = victory
 
What on earth does Sapient AI have to do with the Unbidden?

Wow. I haven't expected that somebody will read my rant, let alone answer it. It's quite nice you actually care to check this.
When I said "Sapient AI", I ment research boost - not policy. Though, I firmly believe that not only materialists should be able to grant synths citizenship. Many sci-fi universes, Star Trek being the most obvious example, have non-materialistic states and societies that grant sentient machines citizen rights. And if I want to create something like them, with current limitation I won't be able to do that without modifying the game. I will explain my point ablout the Unbidden below, but I still hope that you'll allow all non-spiritualists empires to recognize synths as citizens once again.

Said research boost nerf is more related to the Unbidden problem. Although you did include some nice traditions exclusively to combat crisis events, this particular change may have catastrophic consequences for an average player. Research speed is life. No matter what. Especially now. I do not know the reasons why you decided to do so, but from my standpoint and my experience this is wrong. The game usually demands players to make choices and punishes them for wrong choices. Fair is fair. But in late game, with crisis at hand, every cut to research speed is way too punishing. In some cases, if you are lucky, you may not even notice this change. But how about the rest of the Galaxy? How all those players are supposed to survive with current game meta without these 5% research speed you wanna take? I think it will be unnecessary hard. Challenges must be difficult. Choices may be difficult. Even means of achieving your goals may be problematic. But in a computer game, they never should be punishing. And this particular change, this 5% nerf, looks punishing to me.
I may be wrong. I am not a veteran of this game, who studied and invented meta and has full set of aces in my sleeve. I'm just an ordinary player, who loves to play this game with friends and even once bought it as a quite overpriced birthday present. And some of your late decisions aimed at increasing game difficulty make me question their viability and this, frankly, makes me sad.
 
Reading that part about the machines taking jobs from organics with a soul made me chuckle.

Hopefully i'll have some time to do some fight for 15 energy credit memes. *chuckle*
 
I first want to say this looks great. Robots have been in need of a touch-up for some time now, and it's nice to see they're finally getting some love.

A few questions
1. With the new templates, does this mean that we can now build different tiers of robots even after researching the next phase? I.E building a basic robot while androids have already been researched.
2. Will our robot pops still be automatically upgraded to the next tier after it finishes researching, or will we have to invest in a research project to update their templates?
3. Are there any plans to increase the build speed of synths past the +100% (15 month) build time for taking the full synthetic ascension path? Perhaps through a template trait?
 
Hi Wiz, thanks for the update, but I has some questions.

In regards to diplomacy, how will the persuing AI robotics (-40 or something) be affected by update 1.8?

And finally, when you have a multicultural empire and you already have some pops in (for example humans) that you have genetically modified, can there be an option to automatically genetically modify new human arrivals to the ones that you have already modified? Maybe adding positive traits to a xeno could add some migration attraction to your empire with them? Or perhaps even start a mission chain to modify their entire species with your help after they see what you do to some of theirs...
 
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?

As an alternative to spending research points and time on gene modding and/or spending influence to get the right ratio of specialised drones that you want on a given planet.

And with the ability to keep aliens as cattle you might decide you want fewer cattle without wiping out the entire species, or you want to remove a few drones to make more room and either don't have room on another planet for them or don't want to spend the influence, etc.

While not needing to micromanage is great, not being able to when you want is frustrating; I often play slow games and micro heavily, especially if I'm roleplaying. Losing the ability to purge and enslave on a pop by pop basis was extremely frustrating and limiting and essentially killed the theocratic empire on a crusade of forced redemption/enlightenment thing I was enjoying at the time, because I couldn't treat a human planet I'd assumilated a century ago differently from a human planet I'd just conquored or take punitive measures against rebelious worlds, etc, so I'm in favour of more options in general. Being able to set species rights on a planet-by-planet basis would be great; too, by the way; these hunams are newly conquored, they get limited rights/military service, that planet's hunams have ben loyal citizens for decades, they get full rights, this planet's hunams are rebelius scum, they get no rights/enslaved/purged. Etc. But I'm getting off on a tangent.

(why yes I do mod out the need for sectors so I can micromanage several hundred planets at a time :p )

Also re conquored sapient synths when your rights forbid sapient robutts/don't want any kind of robutts in your empire period; an option to expel those pops might be nice - sort of a "We're not going to murder/enslave/lobotimise you, but you should never have been created; you're not welcome here, begone!"
 
as an anti robotic materialist (yes this does excist)
i can only see 2 things in this change:
1, every empire now can build robots and synths without ANY downside (bad)
2, if you dont build robots you are considerably weaker than any other empire (bad)

objectively tho,,, its a right step in the right direction... lets just hope that there will be as many gameplay options and details for other parts and playstyles of stellaris too

still, my alarmbells are ringing very VERY loud indeed
 
as an anti robotic materialist (yes this does excist)
i can only see 2 things in this change:
1, every empire now can build robots and synths without ANY downside (bad)
2, if you dont build robots you are considerably weaker than any other empire (bad)

objectively tho,,, its a right step in the right direction... lets just hope that there will be as many gameplay options and details for other parts and playstyles of stellaris too

If there are more robots and synth, the A.i. crisis has some substance. Until the point, when the crisis comes most players will have a lot of them. And as this crisis should now be working, as it should, it is really fun then. And after this, a lot of people will forbid A.i.
So, i guess, its more a starting booster. Later on you will have to deal without it.
 
Hmmm....
This Update will introduce a lot of micro management. I can see myself clicking through every robot pop
after every tech-template research to get an additional +5% something.

IMO the biological and cybernetical paths are 'micromanagy' and full of boring flat boni.
Stellaris should concentrate on a few distinct and noticable gameplay mecanics for each civilatory paths and less on pop tuning.
 
Can we change species rights for Synths? I really want to be able to adjust their living standards, let Authoritarians use a Caste System and all non-livestock slavery types, choose whether they can migrate, etc.
 
Said research boost nerf is more related to the Unbidden problem. Although you did include some nice traditions exclusively to combat crisis events, this particular change may have catastrophic consequences for an average player. Research speed is life. No matter what. Especially now. I do not know the reasons why you decided to do so, but from my standpoint and my experience this is wrong. The game usually demands players to make choices and punishes them for wrong choices. Fair is fair. But in late game, with crisis at hand, every cut to research speed is way too punishing. In some cases, if you are lucky, you may not even notice this change. But how about the rest of the Galaxy? How all those players are supposed to survive with current game meta without these 5% research speed you wanna take? I think it will be unnecessary hard. Challenges must be difficult. Choices may be difficult. Even means of achieving your goals may be problematic. But in a computer game, they never should be punishing. And this particular change, this 5% nerf, looks punishing to me.
I may be wrong. I am not a veteran of this game, who studied and invented meta and has full set of aces in my sleeve. I'm just an ordinary player, who loves to play this game with friends and even once bought it as a quite overpriced birthday present. And some of your late decisions aimed at increasing game difficulty make me question their viability and this, frankly, makes me sad.
Don't forget we will be able to choose crisis's difficulty in 1.8 (if I remember previous diaries correctly)
 
Will the AI actually make use of genemodding/robomodding, since they currently do not in 1.6?
 
Will we have the option to decide if robots/droids will be automatically upgraded to droids/sinths? It is not always desirable to upgrade the entire robotic population.
 
Though, I firmly believe that not only materialists should be able to grant synths citizenship. Many sci-fi universes, Star Trek being the most obvious example, have non-materialistic states and societies that grant sentient machines citizen rights. And if I want to create something like them, with current limitation I won't be able to do that without modifying the game.
I actually agree with this part -- but the developers' vision for the game includes the desire to make the various Ethoses more unique in terms of how they play. It's also why only Spiritualists get psionic tech, even when popular sci-fi is full of examples of broader application. Personally, I would much prefer appropriate consequences over hardcoded limitations; it'd make the various empires feel more unique even when they share the same Ethos, and give players more of an opportunity to customize their species' culture to what they had in mind.

But it is what it is. Worst case, there will always be mods.

Said research boost nerf is more related to the Unbidden problem. Although you did include some nice traditions exclusively to combat crisis events, this particular change may have catastrophic consequences for an average player.
Now, here I have to disagree. Apart from the 5% not being that much of a game-changer, this technology always used to be considered entirely optional, as unlocking it came with certain risks. If you consider something optional as mandatory, this suggests a deeper problem which should be tackled independently.

That being said, if you do want to push for research, have you tried altering your playstyle? Either building more labs (even on tiles that do not have the appropriate resource), or by "building tall" and going for a smaller nation to circumvent the science penalty for larger empires? What about research treaties?

It should also be pointed out that the devs have already mentioned they're working on improvements to how AI empires react to crises. Once your neighbors, allies, even enemies act smarter in response to the Unbidden, I'm sure they will become somewhat less daunting. Not to mention the crisis difficulty slider!