• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!

 
  • 81Love
  • 72Like
  • 7
  • 6
  • 2
Reactions:
Either one on its own unlocks gestalt machines, so I don't think it's accurate call it a dlc on top of a dlc. This kind of cross-unlocking is unusual and IMO it's very fair of the devs to do it.

Other than just unlocking machine play, the two dlcs seem to have different focuses, and it doesn't seem like there is any dependence of one on the other.

I'd characterize it like this, from what I've seen:

Synthetic Dawn: basically the machine species pack. Focused on gestalt machines and the different ways they can behave and come to be.

Machine Age: focused on fleshing out cybernetic and synthetic ascension paths and providing additional playstyles (spiritualist cyborgs, virtuality-dwelling synths, and individualist machines).

Yeah, you need both dlcs to be driven assimilator arc-welders, but you'd also need two dlcs to be a lithoid clone army.

That sounds better if they are two seperate, I think. Guess it could be explained.

BTW will there be a new splash screen for 3.12?
 
  • 1
Reactions:
What will happen with "Synthetic Fertility" empire if they don't manage to become synthetics before their last pop dies? What happens with their buildings and structures?
Also IDK if this is possible in game, but if generally in setting they got some tech/knowledge which could remove pathogeic genes from them or if they are approached by another empire which successfully mastered gene engeneering with "dismantle your government and be annexed by our empire and in exchange we will cure you from your infertility" what would happen with them (and maybe it is good to add something like this in game)?
 
Forgot to ask, not sure if the devs would see this, but any chance we can get a revamp of the UI for the two types of megastructures? like instead of a button that combines all the megastructures into one list, there could be an option to show super structures like the orbital rings and the other to show full on megastructures such as the dyson sphere?
 
  • 6
  • 1Like
Reactions:
What will happen with "Synthetic Fertility" empire if they don't manage to become synthetics before their last pop dies? What happens with their buildings and structures?
Also IDK if this is possible in game, but if generally in setting they got some tech/knowledge which could remove pathogeic genes from them or if they are approached by another empire which successfully mastered gene engeneering with "dismantle your government and be annexed by our empire and in exchange we will cure you from your infertility" what would happen with them (and maybe it is good to add something like this in game)?
Generally when the last pop on a planet you have colonized dies the colony is abandoned, and when an empire no longer has any colonies that empire ceases to exist.
 
  • 1
  • 1
Reactions:
Generally when the last pop on a planet you have colonized dies the colony is abandoned, and when an empire no longer has any colonies that empire ceases to exist.

It is likely that that origin might have a different mechanic, though.

It starts with 39 pops and 1 pop dies every year (according to a dev response).
Ascending Synth in 39 years could be... well.. challenging.
 
  • 3
  • 1
Reactions:
What will happen with "Synthetic Fertility" empire if they don't manage to become synthetics before their last pop dies? What happens with their buildings and structures?
Also IDK if this is possible in game, but if generally in setting they got some tech/knowledge which could remove pathogeic genes from them or if they are approached by another empire which successfully mastered gene engeneering with "dismantle your government and be annexed by our empire and in exchange we will cure you from your infertility" what would happen with them (and maybe it is good to add something like this in game)?

In the origin video it's stated that if you can't create enough robots to replace your pops the game is over. Though I'm curious what would happen if you simply get a migration treaty in the first few years.

 
  • 2
Reactions:
What will happen with "Synthetic Fertility" empire if they don't manage to become synthetics before their last pop dies? What happens with their buildings and structures?
Also IDK if this is possible in game, but if generally in setting they got some tech/knowledge which could remove pathogeic genes from them or if they are approached by another empire which successfully mastered gene engeneering with "dismantle your government and be annexed by our empire and in exchange we will cure you from your infertility" what would happen with them (and maybe it is good to add something like this in game)?
Same as Always - No Pops = Game over.
Synth ascendancy in 40 years with 1x scaling seems unlikely. Migration treaties/inavded primatives seem mandatory to be able to cover the last stretch to ascendancy (effectivly), while droids should be enough theoreticly. I guess it's no coincidence that the buildung you start with gives research and unity, the only resources that rudimentary robots can't provide, so that even slow tech fanatic xenophobes won't be fully softlocked from progessing.
Regardless, a way to replace your dying pops before ascending will be (presumably) crucial for this Origin.
 
  • 1
  • 1
Reactions:
What happens if Enigmatic Observers (xenophile FE) get a Synthetic Fertility original pop donated to The Preserve?
Will they just watch it die, or will they cure it?

This could actually be an interesting special case. Synthetic Fertility empires would know that their species' survival has been ensured, in the case that they fail in achieving synthetic ascension. Donating a pop, or refusing to, could then have different effects for a Synthetic Fertility empire than for regular empires, on the basis of extinction being a much more likely outcome for them than for other empires. The same idea could also be applied to Doomsday origin empires prior to colonizing another world. Enigmatic Observers could even be made more eager to make that proposal to these types of empires.

(This would also create the possibility of the cured original pop regaining freedom later in the game. How would the synthetic empire react to the cured version of their species?)
 
  • 4
  • 2Love
  • 1Like
Reactions:
Meeting an Enigmatic Observers FE could/should be one way to solve your origin's problem, maybe by asking them to hand over a cure or help you develop one.
That would have some strong lore potential. Unless those take a "no interference" stance toward this.
 
  • 4
Reactions:
Meeting an Enigmatic Observers FE could/should be one way to solve your origin's problem, maybe by asking them to hand over a cure or help you develop one.
That would have some strong lore potential. Unless those take a "no interference" stance toward this.
The very first words they say to you are basically "Oh, what a pleasant surprise. We assumed you would have died out a long time ago."

They want a copy for the zoo, but they aren't particularly interested in saving your civilization.
 
Last edited:
  • 8
  • 1Like
Reactions:
The very first words they say to you are basically "Oh, what a pleasant surprised. We assumed you would have died out a long time ago."

They want a copy for the zoo, but they aren't particularly interested in saving your civilization.

Not to mention they're Fallen. Unless they have an ancient vial of supermedicine or a compatible autodoc they're willing to share they're not going to be able to develop a cure for you.
 
  • 6
Reactions:
  • 8Haha
Reactions:
In the origin video it's stated that if you can't create enough robots to replace your pops the game is over. Though I'm curious what would happen if you simply get a migration treaty in the first few years.

I already knew myself that your empire will cease to exist and your game will be over. My question was regarding would your empire have some legacy or not (or would you find such legacy somewhere if AI empire starts with such origin and dies.

I also think there would be way to save the empire even if you fail to become synthetic. If pops of some other species migrate to your empire they will still exist after your species die out and replace them as new primary species.
 
Same as Always - No Pops = Game over.
Synth ascendancy in 40 years with 1x scaling seems unlikely. Migration treaties/inavded primatives seem mandatory to be able to cover the last stretch to ascendancy (effectivly), while droids should be enough theoreticly. I guess it's no coincidence that the buildung you start with gives research and unity, the only resources that rudimentary robots can't provide, so that even slow tech fanatic xenophobes won't be fully softlocked from progessing.
Regardless, a way to replace your dying pops before ascending will be (presumably) crucial for this Origin.
I already knew myself that your empire will cease to exist and your game will be over. My question was regarding would your empire have some legacy or not (or would you find such legacy somewhere if AI empire starts with such origin and dies.
 
I know a week makes everything Old News around here, but in case anyone on the team might still be looking: I've seen at least one person critique that the Surrogacy government seems to have an ill-fitting malus, and I can't disagree. Maybe an increase to consumer goods upkeep would be fitting? Wide use of surrogates means that each person basically has two bodies to take care of, and it'd mean the war bonuses are balanced by needing to focus a little more on the homefront economically speaking. Sorry if this has already been suggested!
 
  • 2Like
  • 1
Reactions: