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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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Each new dev diary feeds me life!

Traits that boost productivity for resources that non-sapient robots are normally bad at (like energy/unity), are they meant to mitigate the production penalties or bring them on par with organic pops?

The effects aren't that big (generally smaller than effects of organic traits), so regular dumb robots aren't going to be on par with biological Pops just by fitting them with a energy boost modifier.
 
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.
 
Will the engineering point costs to upgrade synthetics be comparable to the society point costs to upgrade organics? Also will the synthetic ascension perks be altered to help alleviate this as with gene modding ascension?
 
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.

Couldn't you add a modifier similar to culture shock that increases unrest in all sentient robot pops for a long time?
 
So they don't try to resist it? There's no rebellious phase, they're just instantly lobotomised?
They are told it's just a patch ;).
 
@Wiz would it be possible for egalitarian empires to give synths full rights? It's quite illogical that you need to treat them as servants in those empires. Having those slave synths also screws egalitarian faction and influence income.
 
I can't wait to see how this confuses the Sector AI. It's bad enough already.

"I told you to colonise planets; why aren't you colonising? Why are you just dribbling on the control console?"

Respectfully Disagree - glassofwater
 
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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.
View attachment 286215
View attachment 286218

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.
View attachment 286220

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.

Seems like another logical step here is to replace the "Cyborg" trait with the ability to add Robot trait points to biological species. Since "Robot" no longer means a single thing, "Cyborg" shouldn't either, right?
 
This is outrageous! You did not include any female bots portrait! Inconceivable! :p

Jokes aside really I actually really like the variety in bots portrait. It makes only sense for a specie to create synths with their own appearance. I always found immersion breaking the fact that a starfish specie would create humanoid like bots.
 
It evaluates what the best template is for the tile it wants to build on (so mining bots for mineral tiles, etc).

Will the sectors have the same management for non-robotic pops?
And by extention, during the migrations, the species will choose the tiles where they will be the most efficient?
Basically, have on all planets, good pop in the right place?
 
They are told it's just a patch ;).
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
 
This is outrageous! You did not include any female bots portrait! Inconceivable! :p

Jokes aside really I actually really like the variety in bots portrait. It makes only sense for a specie to create synths with their own appearance. I always found immersion breaking the fact that a starfish specie would create humanoid like bots.

What joke? Wouldn't that require something funny to be said?

That said, I agree that the new bot types are a welcome welcome change.
 
This is outrageous! You did not include any female bots portrait! Inconceivable! :p

Jokes aside really I actually really like the variety in bots portrait. It makes only sense for a specie to create synths with their own appearance. I always found immersion breaking the fact that a starfish specie would create humanoid like bots.

Its really strange, especially, if you think of the fact, that we already try to make robots way more humanlike. For all kind of purposes, like being accepted in a human society, but for things like sex, too. I can advise you to read the reports about sexrobots. They are really amazing. And don´t get me wrong, but sexually attractive are the robots or synth in this game in my eyes not. They look more like an toaster.
 
Its really strange, especially, if you think of the fact, that we already try to make robots way more humanlike. For all kind of purposes, like being accepted in a human society, but for things like sex, too. I can advise you to read the reports about sexrobots. They are really amazing. And don´t get me wrong, but sexually attractive are the robots or synth in this game in my eyes not. They look more like an toaster.
Wait, I'm confused. Are you saying that you'd like for a race of sentient slugs to build robots that look like beautiful women?