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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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You know, I'm generally very critical of the game here on the forums. Because the game hasn't been living up to its potential for a very long time IMO. But I also want to voice myself when something is done right, cause positive feedback is still feedback.

In this DLC we found out that:

You can develop on existing thematic concepts instead of introducing redundant variants just to increase sell value.
You can make use of myriad of existing and heavily under-utilized systems instead of making up MORE.
Yu can add more depth and more width to systems without creating 16 more UI tabs.
You have more ideas that don't involve increasing the micro-management hell, so you wont need to spend 2 more patches creating an automation system for your system.

Whoever is leading this patch:

LET HIM COOK!


Now for a little bit of feedback:

"Democratic Surrogacy" looks like an excellent civic, but feels strange in government type slot.
It is less transformative than even "Citizen Cervice".
Even the flavour text really only mentions the military aspect so, it would feel right at home next to "Distinguished Admiralty".

But the biggest offender are probably the modifiers:

-10% government attraction? WHAT?! You are NOT sending sons & daughters of a nation to die in a war, if anything this should BOOST ethics attrition and REDUCE some combat related metric, maybe fire rate or directly damage, remote control after all. The recently gutted ship cost reduction would feel SO GOOD on this as well, instead of edict capacity for example.

Give it some thought, or at least change up the flavour text if the modifiers ARE coherent with what you have in mind for it :)
 
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Yep, advanced authorities look more like advanced civics to me. I don't know what was the decision process behind that. Perhaps it was made as an "advance authority" in order to avoid taking more than one at once? Still, the two shown so far are freaking great. Gotta love the Ruler Chip passed as a family heirloom, would be dope to know more about the rest.

As for other ascensions, psionic is already quite content-rich even if it may fall a bit behind in terms of power level after this update, but that's only a question of number adjustment (but I would love to see some kind of situations when people become afraid of psikers and want to regulate them, X-Men style). Bio is the one that is left a bit in the cold, perhaps it will see a massive expansion in DLC form like this one.
 
"Democratic Surrogacy" looks like an excellent civic, but feels strange in government type slot.
It is less transformative than even "Citizen Cervice".
Even the flavour text really only mentions the military aspect so, it would feel right at home next to "Distinguished Admiralty".

I'm also sceptical of these advanced authorities, as opposed to unlocking +1 civic slot and "advanced civics". I also think if we're going to expand the range of possible authorities, it shouldn't be an aspect of the game that's specifically associated to ascension paths. Changes in authority shouldn't be treated as another kind of civic bonus, but rather used to represent fundamental changes to the way the government is constituted. Some of those possible authorities may be "advanced" in the sense that they are unachievable at game start, but they're not a straightforward "levelling up".

For example, let's say advanced tech makes it possible to have a galactic-scale direct democracy, where citizens are subconsciously voting on every decision so it reflects the true "will of the people". That's different enough from representative democracy to be its own authority.

Dictatorial/Imperial systems where there's no need for elections or heirs any more because the ruler is expected to live and rule forever could also count as one distinct authority type: whether that's through Under One Rule, Chosen One, or immortality via synth ascension, the basic idea is the same, and honestly the distinction between Dictatorial and Imperial breaks down at this point, so it makes sense to be a new type of "Eternal Autocratic" authority combining aspects of both.

Corporate Sovereign is effectively distinctive from normal Megacorp authority, because the Megacorp isn't just a business any more, it has a special legitimacy as Galactic "Emperor" (and in practical terms, being able to mix corporate and non-corporate civics is a pretty major departure from the normal rules).

This way, we can develop a new aspect to the game that is integrated with existing aspects, like when Origins were introduced, rather than feeling bolted onto the side.
 
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Why can't egalitarians start with Cybernetic Creed?
Ideologically it wouldn't make to exclude them, so i guess some technical limitation?
Maybe they later get an option which turns them egalitarian.
Sort of like how everyone raised their eyebrows that Fear of the Dark was excluded from being Fanatic Purifiers...

I would say let the Dev's cook.
 
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Maybe they later get an option which turns them egalitarian.
Sort of like how everyone raised their eyebrows that Fear of the Dark was excluded from being Fanatic Purifiers...

I would say let the Dev's cook.
I figured it has to do with the fact that you start with 4 factions and egalitarian buffs faction output.
 
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new auto-modding system we’re introducing in 3.12 “Andromeda”.
...auto-modding? If you didn't have my attention before (you did), you most certainly have it now.
 
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So, the Ruler Chipset requires your Ruler to die.

Necrophage + Lithoid + cybernetic don't die.

Lithoid take longer to die anyway.

Overturned Cybernetic leaders can be made to die very quickly giving that origin a massive buff.

Having to get fallen empires to kill your leader for you seems pretty cheesy.
 
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Overclocking the Ruler Chip through relic activation should have a small chance to kill your ruler, which would be a double edged sword but sometimes desirable for ruler renovation.
As they said above, Cybernetic alone makes leaders live veeeery long, making the effective bonuses throughout a whole game (all the way to 2400~2450) quite small if you aren't cheesing it, which is not that great of a design execution. Plus ruler pop output is mainly a bit of Unity, buffing that through the council is useless; making it quite an underwhelming government form, almost a downgrade.
But I love it so I want to see it shine with a better balance :)
 
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Overclocking the Ruler Chip through relic activation should have a small chance to kill your ruler, which would be a double edged sword but sometimes desirable for ruler renovation.
As they said above, Cybernetic alone makes leaders live veeeery long, making the effective bonuses throughout a whole game (all the way to 2400~2450) quite small if you aren't cheesing it, which is not that great of a design execution. Plus ruler pop output is mainly a bit of Unity, buffing that through the council is useless; making it quite an underwhelming government form, almost a downgrade.
But I love it so I want to see it shine with a better balance :)
Perhaps they could change it to total years ruled by a leader of a given type. That would still make it optimal to kill rulers of types that were capped out, but at least it would be relatively lifespan-agnostic until hitting a types cap.

My main concern personally is that it sounds pretty OP. In my opinion they should swap which half is passive and which is active, +50% all weapon damage or +25% all jobs is extremely ridiculous as an always-on bonus.

Especially when considering that this isn't psionic, the ascension focused on such bonuses and considerably exceeded by the Rulerchip. The entire thing kind of subsumes psionic's advantages and just makes it worse, but that's why I said before I found the idea of doing only half of the ascensions at once questionable at best - this looks really fun, I'm excited for machine empires I'll want to play again, but the other two will be both mechanically and depth-wise extremely bad after this releases until they get to them too.
 
Alternate Rulerchip idea:

It starts with a default bonus. The activation "imprints" the current Ruler's personality to the chip. In addition to the activation buff, it also adds a permanent passive bonus to the chip based on the current leader.
 
I guess I'm a bit late to ask this but looking at those empire names in the screenshots, and seeing the mention of this in the release notes -

1711137730689.png


Will there be new name lists of both ships and these gestalt MI's empire names? ^^
 

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So, the Ruler Chipset requires your Ruler to die.
Necrophage + Lithoid + cybernetic don't die.
Lithoid take longer to die anyway.
Overturned Cybernetic leaders can be made to die very quickly giving that origin a massive buff.
Having to get fallen empires to kill your leader for you seems pretty cheesy.
I don't think we should account for "suffering from success" cases xD
Although, even cyborg gives you +40 years doesn't it?
It definitely has SOME counter synergy, doesn't stop being cool tho :3
 
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I don't think we should account for "suffering from success" cases xD
Although, even cyborg gives you +40 years doesn't it?
It definitely has SOME counter synergy, doesn't stop being cool tho :3
Rulers not dying isn't really success though. Your leaders don't die in 5 years when things are going badly and 500 when they're going well. This just won't do much without exploiting ways to get your ruler killed repeatedly and the actual values are absurdly generous if do.