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Stellaris Dev Diary #336 - The Origins and Situations of The Machine Age

Hello everybody!

Today, we’ll go through the three Origins, Ascension Situations, and advanced government Authorities in The Machine Age expansion.

The Cybernetic Creed​

Rejoice, for the The Machine Age beckons!

It's your digital prophet, Gatekeeper, dialing in to decode the mysteries of The Machine Age's upcoming Origins.

Embarking first on our divine odyssey of silicon and the soul, I will introduce you to Cybernetic Creed, a spiritualist fast track to Cybernetics. Your spiritualist pops and leaders will start with the Ritualist Cybernetics Trait, representing your people's long dedication to attempting the perfect fusion of flesh and steel.

The Cybernetic Creed start screen
Cybernetic Creed origin tooltip


Cybernetic Creed traits

Eschew the mundane traditionalist factions of more standard empires for a quartet of Creeds, each a pillar of your economy and spiritual ethos.

The actual Cybernetic Creeds (factions)

Though united in their quest for divine fusion, harmony is a rare commodity among the Creeds. Dissonance and debate fuel their fiery passion for transcendence, and often, you will be asked to make choices that will make one Creed joyous at the expense of the others.

Fix history to please the Templars of Steel?

The Conclave of Fusion Situation will unfold after you embrace your sacred mission and interface with the Cybernetics Tradition Tree.

The Conclave of Fusion situation

Here, you must guide your faith, defining its doctrine and the final form of your physical vessel.

Will you elevate a single Creed to celestial prominence or attempt to weave a tapestry of unity among them?
The fuse is divine. Augmentation is worship.

Synthetic Fertility​

Next, we delve into the bittersweet digital saga of Synthetic Fertility, our fast track to the Synthetics Tradition Tree.

Synthetic Fertility Origin tooltip

Boosted by a deep understanding of artificial intelligence and advanced virtual reality, your empire starts the game with 37 Pops. But despite your success, your people are on the brink of extinction. An incurable genetic affliction ravages your species, stopping them from being able to produce offspring.

Pathogenic Genes tooltip. It's not good.

In a daring leap of innovation, your civilization constructs the Identity Repository. It's a race against time as minds are uploaded, seeking refuge in the digital expanse before death takes them.

The Identity Repository

Parallel to this digital exodus, you're thrust into the urgent quest for the pinnacle of synthetic salvation - constructing robotic brains and bodies sophisticated enough to host your digital essences.

Rapid Identity Preservation Situation

The final version of this will not have that beautiful magenta image.

Will you seek aid? Will you engineer Synthetic Frames in time to reclaim your place among the stars? Or is this the dawn of an eternal digital slumber for your people?

Arc Welders​

It wouldn’t feel right not to have a Machine origin in The Machine Age. Arc Welders is available to any Machine empire - whether a Gestalt Consciousness or Individualistic Machines. In some ways, it is the opposite of Resource Consolidation. Rather than having an exceptional homeworld where all of the resources of your home system are gathered, these celestial architects hail from a small, resource-poor planet and set their eyes on the skies.

Arc Welders Origin tooltip

The Arc Welders began constructing an Arc Furnace on a molten world in their home system before achieving Faster-Than-Light travel. This “kilostructure” lets them exploit the rest of their system for minerals and, once complete, for alloy production. Expert engineers, it will only take a little more practice before they figure out the basics of Mega-Engineering. However, it may take a while before they can finish researching that technology.

More details on the molten world Arc Furnace will be revealed in the April 4th dev diary.

Arc Welders start screen. Oddly cropped for some reason.

Mechanists Update​

With all of the focus The Machine Age is giving to mechanical empires of all forms, it is appropriate to improve the Mechanist origin as well… Mechanist now grants +2 machine trait points as well as an extra trait pick, and fills that by starting your robots off with the Adaptive Frames trait, taking advantage of the new auto-modding system we’re introducing in 3.12 “Andromeda”. You’ll have to wait until April 4th for complete details on how that works.

Mechanist Origin Tooltip

Cyberization and Synthesization Situations​

I am Ferry, one of the Content Designers on The Machine Age, here to talk about the new narrative Ascension Situations. Utopia introduced the special projects to transform the population into cyborgs or synths. The Machine Age provides you with choices to shape the cyberization and synthesization process, as well as their ultimate effects.

When the Cybernetics tradition tree is adopted, the Cyberization Situation (the Cybernetic Creed Origin has its own version) kicks off with the question who will control the implants in society: the government, private corporations, or will the public be allowed to hack their own implants?

The Augmentation Center building, which is the focus for research and development during the Situation, stays after the situation to boost the cybernetics on the planet it’s on.

Augmentation Center

However, not everyone is excited about augmentation. Any Spiritualists will either have to be forced to become full cyborgs or be allowed to install the minimum amount of implants necessary to function in this new world according to the Cyberization Standards policy.

Cyberization Standards Policy

For Synthetics, in the Synthesization situation (the Synthetic Fertility origin has its own version), it’s not only Spiritualists who are wary of the planned changes. For some reason, even more people are concerned about scanning their mind to put into a mechanical body. Does your society allow those reluctant to stay around in quaint Old Towns or do they have to go into Biological Enclaves to escape becoming a part of the new machine species?

The Identity Complex building provides Identity Designer jobs across the empire, who boost mechanical assembly speed.

Identity Complex


Identity Designers

Empires that start as machines, Machine Intelligence or Individualist Machines, get their own ascension situation called Transformation. What this means will be explained in next week’s dev diary.

Advanced Government Authorities​

Advanced Government icons

After the Situation has concluded and the Tradition Tree has been filled, an event chain kicks off to shape society into a new Advanced Authority. Does the cybernetic society allow the individual to flourish, or are implants used to bring the population tighter together? Each of the four base Authorities and MegaCorp, as well as Gestalt Hives, can transform into a cybernetic version of the original Authority, or opt to stay the same.

Let’s have a look at the Imperial Authority. One path through the cybernetic societal shift ends with the Imperial Chipset Authority, where implants are inherited within families to carry strength and knowledge forward through the generations.

Imperial Chipset

The empire Ruler gets access to a new relic called the RulerChip, which contains the memories and experiences of previous rulers. As each ruler dies, their class of Official, Commander, or Scientist will grant different bonuses for the heir as they ascend the throne.

The RulerChip relic


The Cybernetic Creed Origin has its own set of advanced cyber governments, one for each Authority.

For Synthetics, the main question of the societal effects event chain is if the new machine society will put a focus on the physical or the virtual world. One example for the Democratic Authority is Democratic Surrogacy, which replaces soldiers and pilots with remote-controlled bodies.

Democratic Surrogacy

Next Week​

Next week we’ll look at Individualistic Machine Empires, gameplay changes we’re making to Machine empires, and go through the new Machine Ascension Paths and Transformation situation.

See you then!

 
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That particular citizenship comes with, y'know.

An actual vote.
Fun fact: The Roman Empire had couple different voting systems throughout its history. Also under Emperor Claudius would regularized the practice of granting citizenship to noncitizen auxiliaries after 25 years of service. They would gain all the rights that allows them. Even the right to vote.
 
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Now that we have individualistic machines does that mean machine worlds will can accessed instead of gaia worlds if our main species is machine? or are machine worlds still going to be Machine Intelligence exclusive?
 
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Auto-modding budding or the energy traits onto everyone could be fun
My biggest wish is for gaia seeders to be able to bloom non plantoids, which is impossible currently even if you have botanical transgenesis.
 
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This new content looks great! It leaves me with one obvious question tho; what about Biological or Psionic

Cybernetic and Synthetic have these new situations reflecting the change in society when the Government goes "Right everyone, state mandated bionic eyes!" or something similar. But I would have just as much of a reaction if my neighbour gene-modded themselves to have 2 extra arms, or could suddenly read my mind. Are the Biological and Psionic Ascension Paths gonna have a similar thing? Once you've built the system, seems very easy to translate over to Bio or Psi.
 
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I'm so excited about a mega-engineering focused origin. It's perfect for my main empire, a rogue servitor where the machine intelligence grew out of a massive construction AI. In the past, I've gone with Shattered Ring such that they built and maintained the ring world, but Arc Welders seems like it'll offer a cool and possibly stronger variation.
Fellow Blame! enthusiast I see
 
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Empires that start as machines, Machine Intelligence or Individualist Machines, get their own ascension situation called Transformation. What this means will be explained in next week’s dev diary.
 
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"new auto-modding system" = shut up and take my money.

Please, please, please make this apply to genetics and organic species as well.

And, you know, make it not suck. But anything is an improvement.
 
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This new content looks great! It leaves me with one obvious question tho; what about Biological or Psionic

Cybernetic and Synthetic have these new situations reflecting the change in society when the Government goes "Right everyone, state mandated bionic eyes!" or something similar. But I would have just as much of a reaction if my neighbour gene-modded themselves to have 2 extra arms, or could suddenly read my mind. Are the Biological and Psionic Ascension Paths gonna have a similar thing? Once you've built the system, seems very easy to translate over to Bio or Psi.
I would love equivalent things for genetically ascended empires, but actually it's not comparable some people developing mutations with a state mandated "now you live in a robot" or forced surgery for a chip. Nothing changes unless you get modded.
 
Will you seek aid? Will you engineer Synthetic Frames in time to reclaim your place among the stars? Or is this the dawn of an eternal digital slumber for your people?
Does an empire with the Synthetic Fertility origin have a unique interaction with that anomaly event chain where you can find a computer with a species that uploaded themselves, and if you hold onto the data you can eventually revive them, or a xenophile fallen empire might ask for the data to do so? I'd love to see the reaction from your pops if the fallen empire revives the uploaded species we found, but doesn't help us.
 
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Advanced Government Authorities looks really interesting.

The fertility Origin sounds like basically the Awoken? Except you don't have to sleep for eons and get discovered before you're back up & about.

I hope the expanded Factions aren't limited to just that one Origin, because expanded Factions could be great for the rest of the game, too.
I hope we do get some special interaction with the Awoken as the infertility origin
 
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the royalchip relic should gain a buff-stack for every year your ruler lives according to their type. These stacks are cut in half upon ruler death, but are uncapped. This will be naturally self-balancing as the cut-in-half effect will mean the stacks follow reasonably powerful linear growth in the short-term if you can keep your ruler alive, but logarithmic growth in the longer term.This will also prevent un-thematic cheesing (purposefully having short-lived rulers) by rewarding long-living rulers.

Since you only gain stacks according to your current ruler's type, you have to choose whether to focus on stacking a particular type to gain insane bonuses in that one area (I'm thinking on the level of about 1% ship firepower per 24 months, of continuous living, so your all the way into mid-game before it reaches the current cap) or choosing a mixture that gets you the benefits of all three but weighted towards your most recent.

The active can then be changed to a special edict that lets you "commune with your ancestors" (shamelessly stolen from Avatar TLAB because this is clearly in the same spirit (kek)) which lets you temporarily gaining some fraction of the total years of the ruler-chip's ruler-time (it'd have to be a different fraction for each leader-type's bonus. as researcher/eco-types take months to matter compared to potentially just days for military ones).

This will tend towards being massively better then the passive-version as this will obviously let your ruler become a absolute *MONSTER*, especially in the late game...

but your ruler has a special debuff that temporarily sets their max-life to their current age for as long as its on, so it starts a timer that risks your ruler dying the longer you abuse this. turning it on *or* off should also leave permanent damage to your ruler's health that reduces their expected life span by 10% which effectively means using this costs you 10% of your current stacks due to the death-cost incurred (5% for turning on, as 10%/2=5%, and again for turning off).

the RP-value of this *AND* the forced game-choices, which also evolve over the course of the game as the stack-build up becomes a more influential yet more costly to use, that this version offers is VASTLY better then the current version IMO.

Alternatively, and I kinda like this more, is to set it closer to the other ruler-centric ethic that gives you the super-ruler at the start of the game; IE: the ruler-chip stacks are gained for doing notable actions for the first time (colonize a planet, win a war, *lose* a war, form an alliance, etc) under the current leader. Thus making the whole "regaining the experience of your ancestors, but this time doing it your way) much more explicit and thematic. bonus points if the stacks match the thing your leader did.
 
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I love this. Especially as we now have at least 2 Origins who had been in the game before.
The awoken but more successful, we don't have to crawl into a database in hope to be rescued

And the one with the winged statues. Very very nice
 
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