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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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What Kind of effect will these new types of robotics have on the cost of Research, if they was deployed in mass? I'm quite interested in RPing a near sterile race that depend a lot upon automation.
 
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.
so what would you suggest, the game just build all your robots for you? That's called sectors, and they're already here.
 
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...
It sounds like under AI Servitude, penalized synths will still be better when it comes to science than if you had self-awareness blocked completely, plus you can install AI-dependent ship modules on your fleets. On the flipside, you can still make use of mechanical traits that would get lost on free/citizen synths. The cost for taking "the best of both worlds" is the increased risk for rebellion.
 
so what would you suggest, the game just build all your robots for you? That's called sectors, and they're already here.
...and sectors are mostly not working or working poorly, and that does not concern core worlds where you have to build every single building and every single synth pop manually. Now, to fill a ringworld system of 4 sections you'll need 96 clicks instead of 200. A GREAT imrovement, uh-huh.
I suggest a toggle\button for planets to autobuild robots\synths just like growing but spending minerals\energy. Hell, we even had mods that allowed autouprading buildings since v1.0 and devs STILL unable to automate this part of the game with the most uselss clicks.
 
Nice additions and changes!
 
It wouldn't be too hard to add. Is there a real demand for it? (asking thread in general)

I quoted the wrong thing, but whatever.

I think you should allow Individual Purges for a lot of cases, like Slaves and Undesirables.

For example, if I'm playing a Slaver Empire and I have a Mineral Planet, I want to send some slave Pops there and nothing else, BUT right now I can't get rid of Pops... I enslave everyone OR I purge everyone, I can't make a controlled amount of Pops I want.

And this is applied to everything. What if my Empire have a Buffet planet? I only want 1 Pop of each as Livestock, but I can't, because I can only livestock everyone or Purge everyone. Or If I have a Reserve planet and want only 1 Pop of each species.

There is a lot of demand fo Individual Purges AND Mass purges. We need both.
 
The balance pass on synths is a little worrying. One of the things I enjoyed about synthetic ascension is that you're taking a "jack of all trades, master of none" approach. You get 20% bonus to everything except food and unity, but you can't specialize nearly as well as genetic ascension. Less micromanagement and all that. I just hope these balance tweaks won't make synthetics become slightly better organics and you're required to use robomodding to improve them.

Perhaps we can make the first robomodding research activate a permanent "modular" template for robots/droids/synths, where they initially have reduced base stats but can be modified? That way, players can choose to modify slightly weaker robotics or shun the technology to have solid, yet rigid models.
 
I'm considering making it so each 'owned' pop has an 'owner' pop (dynamically calculated based on planet pops) and provides a bonus only to that owner pop instead of everyone. This would likely go with a buff to domestic servants in general though, since you'd need a lot more of them.
I don't particularly like this or the adjacency idea. Far too much micromanagement and I'm willing to bet the sector AI won't handle it well. Servants take up valuable tile resource slots, so there is always an incentive to have fewer of them in order to mix-max.

Why not just have a scaling or additive domestic servant bonus where more servants on a planet = more happiness (up to some maximum value)? Something like +2.5% or +5% happiness per servant with a 20% max? Just a thought.

Also, like others have said an absolute no robot policy is a good idea. And, if we could get some individual pop purge mechanic based on influence or something that would be great. I love the species rights system, but sometimes I just need to get rid of one pop rather than genocide an entire race. Accompanying unhappiness penalties for it are welcome. Very much looking forward to 1.8!
 
Will there ever be a way to 'upgrade' pops that are brought in or captured after you convert your own population through the ascendancy paths?

Its kind of sad that I can force one species in my empire, but no others into glorious robotic perfection.
 
Will there ever be a way to 'upgrade' pops that are brought in or captured after you convert your own population through the ascendancy paths?

Its kind of sad that I can force one species in my empire, but no others into glorious robotic perfection.
An earlier development diary covered this. There's an "assimilation" option you can put on other pops if you're a synthetic empire that will gradually convert them into synthetics.

And I must say, that is something I've been looking forward to for a long time.
 
An earlier development diary covered this. There's an "assimilation" option you can put on other pops if you're a synthetic empire that will gradually convert them into synthetics.

And I must say, that is something I've been looking forward to for a long time.

Was it for this coming expansion or is it already out and I just didn't see it in game?

Also I'm right with you there. I remember when I did the upgrade and it converted my entire empire AND the enclave scientist I had recruited.
Now that guy had some serious research power.
 
Does the dangerous synthetic AI tech still exist as a secondary 5% research buff?

No. The dangerous techs are sapient combat computers and synths, respectively, because they are the ones that can actually have consequences.
 
The balance pass on synths is a little worrying. One of the things I enjoyed about synthetic ascension is that you're taking a "jack of all trades, master of none" approach. You get 20% bonus to everything except food and unity, but you can't specialize nearly as well as genetic ascension. Less micromanagement and all that. I just hope these balance tweaks won't make synthetics become slightly better organics and you're required to use robomodding to improve them.

Perhaps we can make the first robomodding research activate a permanent "modular" template for robots/droids/synths, where they initially have reduced base stats but can be modified? That way, players can choose to modify slightly weaker robotics or shun the technology to have solid, yet rigid models.
I normally don't play slavers, but this game I do. Planet is getting full with my preferred superior race. So it is time for the slaves to make way for their betters. Do I really need to purge at 12 of them? I would like to purge one or 2, so that I can grow....repeat. Should increase revolt risk like hell, as every slave sees what awaits them, but unfortunately in human history we have a precedence on how it is done.