openly-retro / stellaris-machine-robot-expansion

Continuation of XVCV's "Machine & Robot Expansion" mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3163759042
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MAMP citizen frames AP #169

Open openly-retro opened 7 months ago

openly-retro commented 7 months ago

(M)aximally (A)utomated (M)inimally (P)opulated AP

Citizen Frames where pops have 5x-10x output but the same in upkeep/housing/empire size. So in endgame, one pop can replace 10. In my mind it makes sense since machines can just upgrade themselves. Why cant there be giant farming/mining/smelting mecha making things more efficient

openly-retro commented 7 months ago

TODO:

From notes:

openly-retro commented 7 months ago

Each Bay gives limits:

L2 bay:

L3 bay:

openly-retro commented 7 months ago

TODO:

fix MAMP being amalgamated bc it's not recognized as a machine (so it's turned into a slave) xD

openly-retro commented 7 months ago

MAMP stuff is working .. new pops are in

I just wish I had a sick portrait to distinguish MAMP frames from other bots

openly-retro commented 7 months ago

need decision icon that looks good

openly-retro commented 7 months ago

Auto construction planning:

Track last created MAMP species in a planetary variable value of 1, cat1; 2, 3 , there is an association. Since we cant store text in variables.

Use planetary modifier with timer for each level of MAMP, block decision while modifier is active

might need a custom GUI for this. does it make sense to block changing CAT- level every 10 years via policy? And also what methods do we have for knowing that an edict has been disabled? set country var and do monthly check to see if edict is off but country var still on? then we'd know it was disabled.

~~Also start working on upgrade decision -- Upgrade to MAMP 2, MAMP 3 in GUI .. check box "Upgrade Cat1 MAMP" in the options for category 2~~

MAybe custom GUI can also track total MAMP produced, ever,.... possible achievement?

Each planet will have a decision: auto-construct cat1, cat2, cat3. whichever is active, hides the other 2

Edicts: Start Auto-construction cat1 on all worlds auto construct cat 2 cat 3

openly-retro commented 6 months ago

Add MAMP job limits: can_fill_ruler_job should be no for MAMP

openly-retro commented 5 months ago

MAMP TECH:

openly-retro commented 4 months ago

Discussion with Arphar

Arphar — 06/15/2024 8:03 PM

I would also set up the species for auto-modding so that it gets some bonus for the job it's working, to offset being unable to apply normal traits

If you do this you might run into compat issues, where the specie becomes a bit useless on modded jobs.

If you choose to use enhance MAMP frames, one design you could do is to have traits with a rather large rare resource upkeep in exchange for great boons (or perhaps even exotic ones, although maybe not nanites). This is in some way similar to modularity which takes rare resources to turn pops much stronger, but dialed up greatly, and perhaps with a bit more creativity (and instead of the pathetic costs it has this time we get some crunchy costs for our strength).

Otherwise, for an empire without the want or need to pay for such traits, the MAMP frames would be fairly mediocre or perhaps even worse than their own pops.

This makes it so MAMP does not become a staple in every stellaris game, as it would require specific conditions to get good value out of them (namely a rather large amount of strategics).

scale down the housing and upkeep penalties

I think that what you could do with these is to make them flat increases, so they are a bit more sensitive to modifiers (and also so you can use the same set of traits if you plan to use that).

reduce the construction cost

I think it mostly depends on how strong they become

add a bonus to amenities production

This may or may not make sense depending on what happens after with them, although currently it does make sense.

openly-retro commented 4 months ago

Arphar:

Arphar — 06/17/2024 7:58 AM

Too bad pops can't be manually placed into certain jobs

I think you could if you made your own jobs, and then either through using the possible_precalc field or simply the possible field and checking whether or not it is a MAMP frame of a certain type. As for adding such jobs you could have the trait give jobs (I think it should be possible to do this through the triggered modifier block). Although job creation through traits is probably something very fun (and also very strong) that should be left to more advanced frames. For example having the advanced frame give a job to itself, and in turn that job grants other jobs. That way you have ability to retain a good amount of control over your colony and keep it organized (no mistakenly moving the frame giving jobs from the pile of unemployed pops or from a random job). Perhaps in exchange for such an ability they could tank the stability/habitability due to cramming more jobs that should be possible, and also to prevent scenarios of planets having 2k pops. I'd avoid having frames give production bonuses to other jobs, as that could balloon quite easily.

Otherwise the modifiers you propose are quite interesting, though I think it would be best to get rid of the stability bonus, since it's something that usually pushes people to stack bigger planets than intended.