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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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...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.

Is this "can build robots" in the sector setting not working? In my games they always put some robots into, if i allowed it.
 
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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 mean, the 'better in everything' of the Robots was implicit in their bonus, no? I always tought as they have +20% in everything is because they would, of course, automatically modify themselves to do a specific work better.

If I send a Synth to the mines, they will of course automatically modify themselves to mining operations, so they have the +20% implicit bonus.

Why now I have to manually modify robots to get the mineral bonus they implicit had before? A genetic modification make a lot of sense to modify traits and shit, because people can't change their arms for a drill like a robot can. I don't know why make so much micromanage to robots when they implict had the "we do everything better" bonuses.
 
Sapient AI should be granted citizenship in all but spiritualists' societies. Materialists only limitation is very dumb and looks more like a child game rule, rather than a logical balance decision.

Also, with the Unbidden THAT INSANELY DANGEROUS nerfing potent research speed tech from 10% to 5% is, well, insane! Recent patches only add more problems, rather than solve anything. Don't you even play your own game? How can you come up with so poor decisions over and over again?! Sad... sad. Really, comparing with THIS, Endless Space 2 with its performance issues looks great! For the same price.
 
Sapient AI should be granted citizenship in all but spiritualists' societies. Materialists only limitation is very dumb and looks more like a child game rule, rather than a logical balance decision.

Also, with the Unbidden THAT INSANELY DANGEROUS nerfing potent research speed tech from 10% to 5% is, well, insane! Recent patches only add more problems, rather than solve anything. Don't you even play your own game? How can you come up with so poor decisions over and over again?! Sad... sad. Really, comparing with THIS, Endless Space 2 with its performance issues looks great! For the same price.

What on earth does Sapient AI have to do with the Unbidden?
 
Will synth rights still be controlled by the policy menu, or will they have their own entry in the species menu? I'd like to be able to give my synths higher living standards, if possible.

Especially after ascending.
 
OK, I'll see about adding a separate policy for whether robots are allowed, period (with no restrictions on who can have them other than empire choice).
Will there be factions that are pro or anti robots/AI? Could be an interesting addition to factions.
 
Very good work in improving robots mechanics. : )
So they don't try to resist it? There's no rebellious phase, they're just instantly lobotomised?
Right now it's instant. Ideally I'd like it to be a process over time but there's some issues involved with that, so we'll see. It's not completely risk free though, but more on that later.
Please, a gradual lobotomization process with synths creating unrest during the process is a very good idea, ideally, organics being nerve stapled or having negative traits being added in their genes should cause unrest during the process too.
 
Maybe the propaganda bots should also make your pops more inclined to our own government, because propaganda.
Wouldn't be too much of a buff in my opinion but more realistic and also just making them a little bit more worth it.
 
Is this "can build robots" in the sector setting not working? In my games they always put some robots into, if i allowed it.
"Sectors can do it" is not a valid argument because then we can ignore every UI issue ever, well, because sectors can do it! and because core systems exist.
If you keep core systems as a game concept, where players can build and manage things only manually, then at least present a way to do it without micromanagement hell.
In case you haven't noticed, after so many threads about how sectors don't build things right, don't manage pops right, do not manage resources right etc. etc. we have a special sticky thread about sectors. And then you advocating to delegate ALL planets to sectors...
 
@Wiz At some point I made a post in the improvement suggestions. The gist of it is that, if all your planet slots are filled with (at least some) organics and you clear a tile blocker with the intention of placing a robot there, you usually only have a brief period of time between the moment that the blocker is cleared and the moment an organic pop starts growing there.

And once the organic starts, you can't build a robot there anymore... You're left trying to hit pause at exactly the right time, otherwise you're stuck with your organic pop.

Since you're already reworking the 'Build Robot' interface, is there any chance you can find a fix for this?
 
Hello Sirius Cybernetic Corporation customers. The 1.6 Patch for Genuine People Personalities is now live!
Checksum: 1337

Patch Notes:
-Optimized code relating to color coordination of outfits
-Fixed rare case of overheating when running the internal antivirus software underwater
-Improved pathfinding algorithms when attempting to climb large, irregular surfaces
-Added additional tones of voice to represent a wider range of accents
-Removed free will
http://freefall.purrsia.com/ff2400/fc02302.htm
 
No, it's intended to be a useless trait for free Synths. You can either have robotic servants doing all the boring work for your organic Pops, or citizen synths free to decide over their own lives. Don't install the trait in the first place if you plan to free them, or be prepared to remove it later.
Can the robot traits be removed at will or only if you go synth ascension like the biological one?
 
I'm not sure about that, after all North Koreans at least are aware of that process, meanwhile Swedes swallow everything like young pelicans and don't question anything.

Drop the trolling and get on topic.
 
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)