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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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I'm really sorry but so far the evidence is for one Cybernetic Portrait "themed" after each other species, we saw Mammalian (sphynx cat), Arthropoid (steam page), Aquatic (paradox store page) and Fungoid (today's dev diary). I really wish we had visual implants for everyone but the sheer scale of the art needed is too much for Paradox, and that expansion is already huge with two different complete shipsets with all ship and station variants possible, plus the crisis mega brain structure, the arc furnace, etc.

Yeah I figured, hence why it was only a slim hope. My reserve hope is that there's at least a human portrait with advancing cybernetics. Boring as it may be it's my default portrait choice.
 
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Individualist machine leaders should get Destiny traits, right?
Yeah, that just occurred to me a minute ago actually. I assume also incompatible with being a rogue servitor, but theoretically they should also have Arcology Project available, so... they might even have trade. I'm not thrilled that half the ascensions get nothing and hope the next DLC is that other half, but this expansion might make machine empires playable for me again.
 
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Yeah, that just occurred to me a minute ago actually. I assume also incompatible with being a rogue servitor, but theoretically they should also have Arcology Project available, so... they might even have trade. I'm not thrilled that half the ascensions get nothing and hope the next DLC is that other half, but this expansion might make machine empires playable for me again.

Tbf psionics has gotten a lot of updates over the years and both it and genetics will (presumably) benefit from the automod feature. But it would be nice to see them fleshed out with advanced government types.
 
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Do we get any content for non-machine/cybernetic/synthetic empires, dealing with these new/updated mechanics?

Also since now some spiritualists are ok turning themselves into tin cans, does this mean regular spiritualists are ok with robots/droids?

It would be nice to get Advanced Government Authorities back for regular empires.
 
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Do we get any content for non-machine/cybernetic/synthetic empires, dealing with these new/updated mechanics?

Also since now some spiritualists are ok turning themselves into tin cans, does this mean regular spiritualists are ok with robots/droids?

It would be nice to get Advanced Government Authorities back for regular empires.
It sounds like if you’re a normal empire attempting to ascend to cybernetic or machine, you get some internal politicking to consider.
 
Tbf psionics has gotten a lot of updates over the years and both it and genetics will (presumably) benefit from the automod feature. But it would be nice to see them fleshed out with advanced government types.
Psionics was better in available features already, but actually worse in user experience because 90% of them are RNG locked. And it's going to be way worse after this releases in available features anyway.

Did you know, for instance, that the God-Emperor event cannot fire for megacorps, or for imperial empires if the chosen one isn't already the ruler? Yeah, looks good on paper, kind of a bad implementation sometimes though. And then instead of fixing some of the RNG it got Zroni so if you roll great RNG on your precursor you can improve your RNG on the ascension itself. That sentence looks like a joke to me as I type it, unfortunately it isn't.

I'd also like to add that no other ascension adds downsides. In short, not actually that good. Better than pre-rework other ascensions, about on par with them after. Now just worse. And then biological just has nothing to speak of in the first place.
 
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Will overall species modifications be updated and upgraded with less micro management and more qol? If not alongside DLC that focus on ascensions which is species modifications, then somewhere in a future? (See my signature for suggestion of how improve species modifications)
 
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This might be an odd question but thinking about advance governments and stuff had me thinking about couple of civics, like could Citizen Service be reworked to be allowed on all types of government? After all service does guarantee citizenship.
 
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After all service does guarantee citizenship.
That particular citizenship comes with, y'know.

An actual vote.
 
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OMG. What you all made me do can't be described here, lets just say Pornhub has a rival now.
 

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Will overall species modifications be updated and upgraded with less micro management and more qol? If not alongside DLC that focus on ascensions which is species modifications, then somewhere in a future? (See my signature for suggestion of how improve species modifications)

We're going to get some type of automated pop-modding feature for QoL. From last week's dev diary

April 4​
Civics and Structures of The Machine Age and Auto-Modding​
 
Eladrin said:
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.

Flesh Ascension! Flesh Ascension!
 
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It sounds like if you’re a normal empire attempting to ascend to cybernetic or machine, you get some internal politicking to consider.
I meant from point of view of 2nd party, example, one of your neighboring empires goes cybernetic/synthetic ascension, can player somehow interact with the process? Like upload some spaghetti code into Identity Repository. :p
 
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I meant from point of view of 2nd party, example, one of your neighboring empires goes cybernetic/synthetic ascension, can player somehow interact with the process? Like upload some spaghetti code into Identity Repository. :p
Maybe the harsher assimilation stances will result in refugees fleeing to other empires.
 
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Yeah, that just occurred to me a minute ago actually. I assume also incompatible with being a rogue servitor, but theoretically they should also have Arcology Project available, so... they might even have trade. I'm not thrilled that half the ascensions get nothing and hope the next DLC is that other half, but this expansion might make machine empires playable for me again.
Bio does have the transgenesis stuff, but it's a pain and a half to actually unlock, then you have to research it, and then you have to apply it. Aside from the basic botanical and silicon ones, but even those are rare techs and only the silicon one is even a straight upgrade since it lets you run lithoid traits without the pop growth penalty of actually being lithoid; you could have literally just started out fungoid or plantoid if you wanted botanical traits for no mechanical difference whatsoever.

There's reasons plantoids have become my favorite portrait group and I have multiple empires of each of the plantoid random species names.
 
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Bio does have the transgenesis stuff, but it's a pain and a half to actually unlock, then you have to research it, and then you have to apply it. Aside from the basic botanical and silicon ones, but even those are rare techs and only the silicon one is even a straight upgrade since it lets you run lithoid traits without the pop growth penalty of actually being lithoid; you could have literally just started out fungoid or plantoid if you wanted botanical traits for no mechanical difference whatsoever.

There's reasons plantoids have become my favorite portrait group and I have multiple empires of each of the plantoid random species names.
Auto-modding budding or the energy traits onto everyone could be fun
 
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