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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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How does the identity repository work?

Can you end up with an empire with no pops and just repositories? Or is it game over?

You have to stare at your screen as the game plays through a few galactic cycles until a nascent empire down loads the repository, sticks your pops in robot bodies, and renames them to “Awoken”.

Jokes aside presumably you would lose.
 
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Wow, all of this sounds freaking great! Heck, we are even getting internal politics, little by little!

It always felt wrong to see that you could throw away all your people's organic bodies yet that did not present any societal impact whatsoever. Not anymore! Heck, we even got advanced civics back (well, advanced authorities). Even for someone who cared little about tin cans, this is shaping up to be one essential type of DLC.

Now, several question arises:

- Are those types of situations integral parts of the cybernetic & synth ascension path, or are they exclusive to Machine Age owners? (I assume that the advanced authorities are DLC exclusive, but I mean, the whole societal drama during transition).
- Will genetic ascension get something similar or an expansion at some point? Now it is the more barebones ascension by far. I would love to instaurate a clone dynasty.
- Will we see more origins and civics with additional or variant factions with unique demands?
- Oh boy. Self-modification, at last! Not a question, but more like a confirmation of a really good addition to the game!
 
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How does the identity repository work?

Can you end up with an empire with no pops and just repositories? Or is it game over?

Looks like it makes 2 of each science, 2 unity and 2 trade and takes 2 energy upkeep per Identity stored. It's roughly like you have permanently turned those pops into Researcher-Bureaucrat hybrids with a bit more overall efficiency and no sprawl effect. That's quite strong in itself, the problem is inability to scale up because you can't grow pops or colonize.

In Stallaris, an empire loses if it has no colonies, and a colony is abandoned if it has no pops. So literally no pops means game over, but a single Robot pop will keep you in the game. However, it would be an extremely limited existence if you only had a handful of Robot pops (not even Droids), seeing as they can't colonize and can't do Specialist jobs (including Roboticist). It's also not clear what you do for leaders (maybe the identity repository lets you have "uploaded" leaders?). So you would be waiting for however long it takes the science from your identity repositories to get you to the next stage.
 
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With this new DLC i feel like some DLCs should become free by now because their functionality is either essential or their content so small compared to new DLCs by now.

What is left of synthetic dawn after this DLC releases? It seems this new DLC does have to give you access to machine empires which is the main thing synthetic dawn does. Maybe a few civics like the pamperers are exclusive to synthetic dawn, but the general civics need to be unlocked for something like arc welders to be able to work?


Similar if looking at Utopia. It does offer a few more megastructures and habitats, but megastructures and habitats can also be found in other DLCs. Megastructures seem to be a core mechanic of the game many DLCs use and build upon by now.

Same for ascension paths it seems to be such an essential part of stellaris gameplay it should be part of the base game. Does this new DLC unlock synth and cybernetic ascension if you dont own utopia and leaves organics in the dust with no opportunity to ascend? Ascension also is to me a core feature of the game that other DLCs build upon with many different things like this entire new DLC but many others before.

Another big thing in Utopia is access to hive minds. Again so many other DLCs offer content for hive minds that you can not use without utopia! It really feels like they should be part of the base game too.


I find it great that the devs have constantly improved and built upon the old DLCs and not forgotten about them, but ascension paths and gestalts appear to be such basic building blocks that Utopia and Synthetic Dawn is essential for many other things by now. I know it is not a decision of the dev team but i would love to see Utopia and synthetic dawn to be made free DLCs similar to what happened recently with the early HoI4 DLCs.
 
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can a dev confirm, do these new origins function like Teachers of the Shroud where you don't need to pick the Ascension Perk and can access the Ascension tree early?

  • Teachers of the Shroud allows access to Psionic Ascension without needing to take the Mind over Matter AP
  • Cybernetic Creed allows access to Cybernetic Ascension without needing to take the Flesh is Weak AP
  • Synthetic Fertility allows access to Synthetic Ascension without needing to take the Synthetic Evolution AP
  • All three are blocked from taking any APs for any other ascension paths.
  • All three also have access to the relevant Agenda that the APs they bypass normally unlock.
 
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  • Teachers of the Shroud allows access to Psionic Ascension with needing to take the Mind over Matter AP
  • Cybernetic Creed allows access to Cybernetic Ascension with needing to take the Flesh is Weak AP
  • Synthetic Fertility allows access to Synthetic Ascension with needing to take the Synthetic Evolution AP
  • All three are blocked from taking any APs for any other ascension paths.
  • All three also have access to the relevant Agenda that the APs they bypass normally unlock.
Do you mean 'without needing'?
 
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It means that your starting species is dying from the beginning of the game (at around 1 pop a year or so)
Is this affected by lifespan? E.g. Venerable dying at a slower pace?
 
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Lot of great looking stuff here, but I have to ask… what’s a humble devouring swarm supposed to do with a virtual species? Virtual reality doesn’t taste very good, no substance.

Overall looking forward to this expansion a lot.
 
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Arc Welders has resurrected my enthusiasm to play a machine empire (dead as of the leader update when they didn't get destiny traits). A lot of this may be a bummer for psionic/biological empires, but that looks like a ton of fun. Also funny because the added Arc Furnace details are on my birthday.
 
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jeez finally a building for engineering research and its locked behind robots or whatever .. sad times for psionic players .. i just want a engineering research building so that research doesnt lag behind so much .. also that ruler chip insane OP relic WTF !!?
What would be the in-universe rationale for a psionic species, in particular, to have an engineering research building? I could see an argument for society research.
 
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What would be the in-universe rationale for a psionic species, in particular, to have an engineering research building? I could see an argument for society research.
How about to build a giant cerebro system ala X-Men, only on a galactic scale.

Lots of psychic tropes use tech to enhance their powers, Stellaris has been taking it down a more biological/spiritual aspect which is fine. However let’s not overlook engineered psychic powers to push them to the next level.
 
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