Stellaris

Stellaris

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(Depreciated, see description for link to new version) Mechroids: A Necrophage Origin Expansion
   
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13.186 MB
30 Jun, 2021 @ 7:20pm
14 Sep, 2021 @ 4:38pm
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(Depreciated, see description for link to new version) Mechroids: A Necrophage Origin Expansion

Description
New version is finally here, I eventually got something in line with my initial idea working without overwrites:
https://steamoss.com/sharedfiles/filedetails/?id=2721977849

This old version is now outdated as well as broken, Pop assembly can't be enabled without overwriting vanilla pop assembly checks.

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Introduction
Do you like the fantasy of playing as Cybermen, but don't want to bother chasing after Synthetic Ascension, or else think that Driven Assimilators are too much like the Borg? Are you a philosophy major who is squeamish about the problems that mind uploading has regarding personal identity over time? Do you love Necrophage gameplay mechanics so much that you don't want your primary species to grow AT ALL? Then give this mod a shot!


Description
This mod's focus is a new "Mechroid" group of species portraits, which can only be selected if you have also taken the Necrophage Origin. This portrait set contains whatever Robot portraits your owned DLCs grant you access to, four of the more mechanical-looking Necroid portraits, and two new modified robot portraits that are available if you also own Synthetic Dawn.

Once a Mechroid portrait has been selected, your main species will get a second trait alongside Necrophage, titled "Mechroid": between this trait and the Mechroid species, your main race will receive:
100% habitability
30% increased army damage
15% worker output
No habitability preferences

-1000% modifier to Pop growth speed

You will also be unable to select the traits
Strong,
Very Strong,
Weak,
Rapid Breeders,
Slow Breeders,
Delicious,
Robust,
or
Fertile
alongside the "Mechroid" trait; the species might have organic brains, but the rest of them are almost entirely robotic!


Not Cyberman enough for you? This mod also adds the "Emotional Suppressants" trait, which disables the effects of happiness on Pops.


To allow for the possibility of dominant species Pop creation even in absence of the Engineered Evolution Ascension perk and the Cloning Vats building it unlocks, the "Bio-Assembly Plants" building has also been added, which is unlocked by Mechroid-dominant empires after researching the new "Bio-Assembly Techniques" society technology. This building provides a measly 2 Organic Pop Assembly per month, but it can be doubled to 4 by using the Bio-Assembler jobs it provides... if you're willing to sacrifice normal Pop growth speed in the process.

As of 2.0, the newly-added Bio-Assembly Techniques also unlocks a few new technologies, including a new Colossus weapon if you own the Apocalypse DLC.


Patches
No one asked for this, but I like the Dalek/Cyberman portrait mod "Stellaris: Into the Whoniverse" [https://steamoss.com/workshop/filedetails/?id=1863812083] enough that I created a compatibility patch for it here: https://steamoss.com/sharedfiles/filedetails/?id=2537487430. Just drop the patch below both mods in your load order.

All it does is make the Dalek and Cyberman portraits added by the Whoniverse mod selectable under the "Mechroid" portrait set (and, when selected from that group, gain all the conditions and bonuses associated with it).

Ignore the Whoniverse mod being "outdated"; it's a basic portrait mod, it still works.


Issues / Compatibility
No files overwritten.

To ensure compatibility with mods that check species archetype, I have placed the Mechroid species under the BIOLOGICAL archetype rather than creating a new one. Unfortunately, this means that I can't add any Robotic traits to the Mechroid pool without adding it to all other BIOLOGICAL Pops' trait pools as well. Because of this, I have opted to exclude vanilla traits via trait exclusivity, rather than incur the compatibility problems that creating a hybrid trait pool for Mechroids would entail.
41 Comments
Kumquat  [author] 16 Jan, 2022 @ 5:07pm 
Complete overhaul is out:
https://steamoss.com/sharedfiles/filedetails/?id=2721977849

There's no non-overwrite way I can see to re-enable pop assembly, so I've taken a different route for ensuring plenty of options for having Pop gain or growth, while still keeping the thematic limitations in place (for the most part).
Kumquat  [author] 25 Dec, 2021 @ 8:38pm 
JESUS CHRIST, I try to update this mod, get incredibly frustrated, and give up to focus on other life things, and now, while fiddling around with making a personal alteration to another mod, I figure it out: it's the can_species_be_assembled gamerule, between 3.0 and 3.1 it was changed to make organic pop assembly criteria more strict.

Well, there's fuck-all I can do about that without going in the destructive overwrite direction which would break compatibility with overhauls HARD, or else giving out the ascension-exclusive Clone Vats technology like candy instead of providing a weaker, differently-flavored version. Fantastic.

So beware folks, this mod's core crutch for dealing with no pop growth got wrecked and there's no way to fix it that won't violate my design philosophy for this mod!
A Shiny Noob 28 Nov, 2021 @ 11:27am 
@greensniperhat What issues does that cause? Does it keep mechroid pops from having jobs or something?
greensniperhat 25 Nov, 2021 @ 9:43pm 
heads up, 3.2 changes the job check system, so now you need a possible_precalc in your pop_jobs or else it will not work.
Kumquat  [author] 10 Nov, 2021 @ 2:28pm 
@Skill Less usually it doesn't, but I've had some odd issues with another mod (not mine) where Linux behaved differently due to it respecting the case of paths where Windows didn't.
Skill Less 10 Nov, 2021 @ 12:29pm 
"please share when you started noticing the problem, and the name of your operating system!"

the OS does not matter, really. ^^
Kumquat  [author] 28 Sep, 2021 @ 6:58pm 
@Pamparampampamparam Even in the new version of the mod I'm working on, I'm not sure if I can make this mod work with AI well enough to allow random empires to choose it: even assuming I can stop primitives from spawning, I'll still need to get the AI to prioritize robot assembly, migration treaties, and all other non-growth means of gaining pops, without overwriting vanilla files.

Hopefully someday Paradox will fix species spawning tags, and we'll be able to let empires be force-spawned without opening up the possibility of random spawns along with it.
Kumquat  [author] 28 Sep, 2021 @ 6:58pm 
@Pamparampampamparam that is a known issue that I was forced to opt into due to the greater issues brought on by allowing force-spawns; there is only a single toggle for whether species are allowed to generate, and that toggle governs both forced and random generations. And the random generations for this species are irrevocably (without overwriting vanilla files and ruining my attempt at maximum compatibility) bad: the AI will pick the portrait + trait without also taking into consideration the Necrophage requirement, creating bricked empires that can't grow pops.

Primitives will also choose the portrait sets, resulting in absurdities such as stone-age primitives sporting cybernetics. While I am sure some people would be OK with the Saturday-morning cartoon style absurdity, it's too big of a dealbreaker to allow along with the other issue.
Pamparampampamparam 28 Sep, 2021 @ 5:58pm 
They seem to not spawn in my galaxy and are replaced by a random Empire even when set to force-spawn.
Kumquat  [author] 26 Sep, 2021 @ 8:13pm 
@Grendain Yes, it is! Though I've been experiencing a bug that may only exist on my end, that is preventing my organic pop assembly building from working; I think it's a result of something changed in 3.1's engine, since I haven't altered the pop assembly building between updates. If you have an issue with Bio-Assembly Plants being incapable of building pops, please mention it. At worst, they will still be able to augment pop assembly speed given by Cloning Vats, if you take the Biological ascension path from the Utopia DLC.