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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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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
The only solution to micromanagement is the ia of the sectors, And to be developed it will takes time. One day, it will no longer be necessary to impose priorities on the governors, they will understand from themselves and may be even better than us
 
The only solution to micromanagement is the ia of the sectors, And to be developed it will takes time. One day, it will no longer be necessary to impose priorities on the governors, they will understand from themselves and may be even better than us

... And one day, we will have flying cars and life on the moon.
Do you think, this will be in our lifetime?

i mean, in EU4 they only needed 3 years to make it work quite well. In CK2 they did a lot of improvements, but in a direction, where i do not like to play it anymore.
So, should i come back in 5 years?
 
i mean, in EU4 they only needed 3 years to make it work quite well. In CK2 they did a lot of improvements, but in a direction, where i do not like to play it anymore.
So, should i come back in 5 years?
wait... Eu4 and Ck2 it was prety good even at the first year, Remember, however, that both had a story behind, Eu saga is in developement since more than 10 years. Stellaris is the first of the saga, it is an entirely new environment and mechanics, It takes time to been developed. But look at this upcoming patch, it contains more improvements than all the previous ones put together. I'm starting to have confidence in the team, and that's all
 
The only solution to micromanagement is the ia of the sectors, And to be developed it will takes time. One day, it will no longer be necessary to impose priorities on the governors, they will understand from themselves and may be even better than us
As long as core system will stay there will be need for automation of all tedious micromanagement from player's side. What we got is not a solution, it's a band-aid.
And what worse, some people are defending position of keeping manual management and unnecessary clicks.
"Don't ask for it, just add planet to a sector, sooner or later you'll get pops and building you wanted"
"Don't ask for it, you must upgrade all your buildings manually"
"Don't ask for it, you must manually build synths"
Time and time again I repeat the same examples of Crusader Kings II, Victoria II, Europa Universalis IV and will do so again. We had manual influence allocation in Victoria II - after lots of complaints, it was changed to auto; we had rebel problem - after lots of complaints auto-rebel suppression have been added; we had manual only plot invitation, plot stopping, in CKII - it was changed to auto; we had damn cardinals in EUIV - it was changed to auto. Every time in every title Paradox eventually comes to increased automation of tedious functions. With Stellaris it seems that all previous mistakes have been repeated and all previous Paradox products' experience have been lost. Automatic exploration have been added after numerous complaints, even after devs said it was WAD to explore manually.
We have lots of mods about autoupgrading buildings and autobuilding robots, but in case of Stellaris, even portrait mods disable achievements and even then there are people who say "Why change it if there are mods for it?", which is the pinnacle of idiocy in terms of approach to game design.
 
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

The downside is when the lights in their synthetic eyes go red.
 
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.

Hi Wiz. Will cyborgs receive 1 point on start? I think it makes total sense: its a half a road on being fully robotic.

The second possibility, which I think can bee to distant - to create a new perk - so cyborgs receive extra genetic/robotic points and can not be changed to robots. This will require both genetic and engineering technologies to unlock and will be the final level perk.
 
Hmm, so you drop this on us and I like it. Sounds good, sounds great. I'll admit I am glad we got megastructures and such, but it sounds to me like 1.8 is going to be a real step forwards for the game. Not to mention you just casually bring up there's a combat change and balance patch going with it?

I do have a question though, and I didn't see it asked directly: it sounds to me like synthetics are going to be improved greatly. Last patch it really appeared psionics were king. I hate to ask for a mountain, but what about genemodding? 1.8 sounds like quite a beast, I'm just wondering if we'll see any improvements here.
 
Will other empires have opinions on your treatment of synths? For example, will an empire with synth citizens consider suppression of sentience to be an atrocity?
 
I'm loving the changes to robots!
 
Cheers for the DD Wiz, more changes that all look to deepen the game further in good ways :D. Lots of potential for these kind of things to be taken further in the future as well, as as best I can tell (I'm hardly a professional), great designing :).

It wouldn't be too hard to add. Is there a real demand for it? (asking thread in general)

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).

That 20-odd minutes responsiveness is impressive :cool:. Having restrictions on robots period could make it more feasible to add other gameplay things (like other empires hacking one's robots to sabotage the empire internally, for example), as well as just being nice flavour :).
 
Share the Burden is gone. Instead some techs will improve slave and robot resource production slightly.
Will "Artificial Moral Codes" get buffed in order to compensate for cut part? 1400 research points for –10% Resettlement cost is not very attractive technology.

There are some bugs related to slavery: Stimulant Diet repeatable tech stops appearing after researching it for 5 times (I checked it with finish_research console command multiple times and it just won't appear like it's weight suddenly set to zero after V). Also Stimulant Diet will benefit all robotic units despite clearly stating that it intended for organic slaves only. Can you add some words in the tech so it would say that machines are buffed too? Maybe something about hyper charged batteries...
 
hype!