Stellaris - Migration Controls for Robots (even sentient ones) cannot be changed.

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Jabberwocky887

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Description
Migration Controls for Robots (even sentient ones) cannot be changed.

Game Version
3.2.2

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Cannot change migration controls for robots of any kind. Have set all options I know of that could effect it, (full citizen ship, AI rights, etc.). The species rights section just does not even show the option greyed out. Its just missing. Makes mid-late game Synthetic Evolution playthroughs (my favorite) incredibly difficult to manage as transit hubs do not function.

Steps to reproduce the issue.
Play through as mechanist to sythetics? I don't know. I use crayons to add flavour to my protein shakes.

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mharmless

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Synthetically ascended empires let synths migrate anyway, despite not being able to toggle that. I've been conquering worlds and tearing down infrastructure while they assimilate, and as they finish they will seek work elsewhere in the core of the empire. Double checked to confirm that the behavior is still in place and yes, I can see them migrate.

The current patch has a little briefcase icon for unemployed pops, which is red when they have nowhere to go and yellow when they can migrate. Clicking into a world with the yellow briefcase icon in outliner you can mouse over the unemployed pop count and it will tell you the most likely migration target.

For unascended pops, robots under servitude (or too simple to be free) will move on their own if you have a slave processing facility, which means that non-asshole empires can't get robots to move on their own until they get smart enough to be sapient.

The only scenario that I haven't tested and don't know if it works is free robots in an non-synth empire. I _believe_ they're treated the same as synths and able to move freely but I can't confirm right now.

Regardless, we ought to be able to control it on a per-model basis like we can with other species.
 

CaesarVincens

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For those interested, it should be fairly simple to "fix" by modding a single line in:
Go to common/species_rights/05_species_controls.txt, find the migration_control_no section, then change following (vanilla script)
Code:
    potential = {
        exists = from
        NOR = {
            has_trait = trait_machine_unit
            has_trait = trait_mechanical
        }
    }
to (modified script)
Code:
    potential = {
        exists = from
        NOR = {
            has_trait = trait_machine_unit
            has_trait = trait_mechanical
            from = { has_country_flag = synthetic_empire } #this is the new line
        }
    }

Though as as mharmless notes, the migration controls are ignored for synthetically ascended empires (and the script in common/game_rules/00_rules.txt even has a comment that synths ignore migration controls, though not clarified if synth ascended or all synths)