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Stellaris Dev Diary #337 - Individualistic Machines and Machine Gameplay Updates

Hello again!

Today we’re looking at some general gameplay changes being made to Machine Empires, Individualistic Machines, and the new Machine Ascension Paths. Some of these still include placeholder assets, and values will continue being adjusted until release.

Take it away, @Gruntsatwork .

Machine and Synthetic Gameplay Changes​

History Traits​

One of the first things you’ll find in The Machine Age when creating a Machine empire are the history traits we’ve added for Machine species. These 0 point traits let you choose a little more of your backstory - these define your original purpose.

Were you originally created as Research Assistants, Conversational AI chatbots, Workerbots, or perhaps a domestic servant Nannybot meant to make life easier and pass the butter? Six backgrounds with relatively minor bonuses are available for you to choose from. These are available to both gestalt and individualistic machines.

Machine History Traits

You’ll find a handful of other new traits or variants of existing biological traits for Machine species as well, including having a dedicated Engineering or Sociology Core or Integrated Weaponry to a Delicate Chassis or Scarcity Subroutines.

Integrated Weaponry and the Physics Core traits

Please put down your weapon. You have twenty seconds to comply.

Machines, Aging, and Unplanned Obsolescence​


Immortality is a funny thing in Stellaris - under some circumstances (especially as the game goes on), due to the accident and death events that could target machines, you can end up in a state where a theoretically “immortal” machine leader is actually far more vulnerable to death as the years went on than a normal biological leader.

Machine leaders will now instead use lifespan rules, but enjoy some extra benefits:
  • As real go-getters, their starting age lies between 5-10 years, so at the age of 30 they can run your science department with 20 years of experience.
  • All machines also have an additional +20 years to their default lifespan of 80, resulting in a base lifespan of 100 years.
  • They are now affected by lifespan-increasing technologies and modifiers, for example, those from Ascension Paths, which we will cover later in this dev diary.

In summary, your machine leaders no longer need to fear random death and will live to the ripe old age of 100 years without any additional improvements.

Some forms of immortality, however, have been retained, like the Gestalt Councils and some special ascension traits. All Virtual machine leaders are immortal while Modularity has access to advanced lifespan-increasing traits that can be applied to your machines.

Similar rules will apply to robots, though they have a starting age of 1-5 years, and do not get the +20 lifespan bonus that machines have.

Both biological empires going Synthetic and Machine empires will also reset their age upon completing Ascension to reflect receiving their new bodies. Somewhat paradoxically, all together, these changes should actually result in your Machine leaders being able to better withstand the test of time than they could were when they were theoretically “immortal”.

The Machines Age

100 years is a lot better than how long my last smartphone survived.

Habitability​

Habitability is also undergoing some changes. Having +200% Habitability as a base for all machines limited what we could do with them - it was what previously prevented us from allowing them to be Void Dwellers or using several other Origins, for instance. We still wanted to retain the flavor of Machines having an easier time dealing with alternate climates though, so Machines now use habitability systems similar to organics, with some significant changes:
  • As a base, all machines have a 50% Habitability floor, so they will never have below 50% habitability on any world. We felt that this was important because we wanted to retain the feel that machine empires could colonize anywhere reasonably well.
  • Machine habitability traits cover entire planet categories rather than a specific biome.
    • They start with Dry, Wet, or Frozen Habitability, which provide a base 75% habitability on all three biomes associated with the trait and 50% for all other natural biomes.
    • As usual, these habitability traits can be changed through robo-modding.
      • Most machine empires will have access to robo-modding from game start.
      • Origins like Life-Seeded or Subaquatic Machines will start with Gaia World or Ocean World Habitability and will have to research the technology to change their habitability trait, but retain the 50% Habitability floor for being a machine.
  • Just like for Lifespan, they will now also gain bonuses from technologies, extra habitability from ascensions and new traits. They now also have access to the standard array of habitability technologies.

We believe this will still give them a simplified but more nuanced gameplay experience, with niches and combinations that will come close to the old playstyle while also allowing new fantasies. (Subterranean Machines, for instance, have a 100% Habitability floor and thus are guaranteed perfect habitability everywhere.)


Machine Trait and Wet Planet Preference Trait


Subaquatic Machine Death Cult

Using partial habitability mechanics opened up the ability to use origins such as Ocean Paradise.

Assimilation​

An important quality of life improvement for Machine empires - we have extended the capacity to assimilate other machines or robots into your main species to all machine empires.

Machine Assimilation

They may have shared our name, but they did not share our form. These false Zenak will soon become actual Zenak, including adhering to our charging standards.
(This is what I get for not being careful with my force-spawned empires.)

The Aging, Habitability, and Assimilation changes (and Origin improvements listed later) are all part of the free 3.12 “Andromeda” update.

Individualistic Machines​

Gestalt Machine Intelligences were originally introduced in the Synthetic Dawn story pack, but the authority and most of the civics (other than Determined Exterminator, Driven Assimilator, and Rogue Servitor) will also be unlocked by The Machine Age.

The Machine Age will also allow you to create non-Gestalt Machine Empires, using regular authority, ethic, and civic choices. These individualistic machines are not guided by an overall gestalt intelligence, and thus have their own motivations, desires, and disappointments. Individual machines possess happiness like fully recognized synthetics, can and will form factions, and consume consumer goods.

As non-Gestalts, their leaders will draw from the standard array of leader traits. This of course includes fan-favorites like Substance Abuser.

With all ethics available to you, your empire can be spiritualist machines, fully capable of rationalizing their own spiritual superiority compared to lesser machines and organics. Your factions have been adjusted to fit your mechanical existence, since it makes no sense for spiritualist robots to despise all robots. (It’s okay to hate some.)

You will receive roboticists from your capital building with the additional option of building an assembly plant to boost your production even more. This all comes at the cost of alloys, so carefully decide between expansion, war, and pop assembly.

As individual machines are very much capable and willing of entertaining unique needs, they have no restriction on allowing organics in their empires and can even start the game with Syncretic Evolution as their Origin of choice. As such, they have access to technologies for food production, genetic modification, and other organic focused technologies, with a sharply reduced, but not zero, chance at drawing those technologies if you have no organics in your empire. You are at the very least capable of theorizing about meat and its needs compared to gestalt machines.

Depending on your ethics and authorities, you can enfranchise, disenfranchise, enslave, or empower organics or even other machines in your empire as you wish. The only limits to your ability to tread upon those fragile organics and your fellow machines are the limits of your imagination.

Individual Machines have access to most civics organic empires have access to, as well as a few machine civics, like Warbots and Static Research Analysis, which have been adjusted for them.

Machine Criminal Syndicate

Decadent, Deviant, Hedonistic Crime-Bots? Sure, why not.

More Origins now available to Machines​

As part of the 3.12 “Andromeda” release, we’ve done a pass on Origins to see if there were any that could have their restrictions on Machines relaxed.

The full list of Origins that Machine Empires have access to as of the 3.12 “Andromeda” release is:
  • Syncretic Evolution (Individualist Machines only)
  • Life-Seeded
  • Post-Apocalyptic (Radioactive Rovers)
  • Void Dwellers (Voidforged)
  • Hegemon
  • Ocean Paradise (Subaquatic Machines)
  • Subterranean (Subterranean Machines)
  • Arc Welders
  • Prosperous Unification
  • Remnants
  • Shattered Ring
  • Galactic Doorstep
  • Resource Consolidation (Gestalt Machine Intelligence only)
  • Common Ground
  • Doomsday
  • Lost Colony
  • Here Be Dragons
  • Slingshot to the Stars
  • Imperial Fiefdom
  • Riftworld

Brush, brush, brush your face

Transformation Situation and Ascension Paths​

With The Machine Age, Individualistic Machines and Gestalt Machines have access to 3 new Ascension Paths (which replace the current Synthetics tree). By taking the Synthetic Age Ascension Perk, you will begin a new Situation to guide them through this momentous transformation.

Transformation situation

Virtuality​

Embrace a virtual existence for the majority of your pops. From the cloud, your pops are created and to the cloud they return when their job is done.

Spreading your servers across the stars is an expensive endeavor but your concentrated efforts are unmatched.
  • Your pops gain a unique Virtual Trait that becomes stronger as you progress through the tree
    • You gain a massive bonus to production that is reduced by the number of colonies you have
    • Your housing usage is reduced by 90%
    • Your habitability floor is increased
    • The more colonies you gain, the weaker your Virtual Trait and the bigger its upkeep will become
    • Your leaders become immortal
  • You gain a new Policy to focus your intangible virtual economy
    • You may choose to focus intensely on Research, Unity or Governance, at the sufferance of the 2 categories you did not choose
  • You gain a bonus to encryption and decryption
  • You gain additional districts, as well as extra jobs from districts
Once you finish the tree, you will transition from a pop-limited playstyle into a planet-limited playstyle, as open jobs will be instantly filled with virtual pops as needed, while unemployed virtual pops will be turned off.

Some Virtuality Tooltips

Nanotech​

Big Things are made of Small Things.

By becoming a flood of nanites, your empire changes not just its makeup, but also its economy and growth strategy. Grow. Exploit. Replicate.

While Virtual Machines may seek a “Tall” playstyle, Nanotech Machines flood across the galaxy like an off-white or silvery tempest, specializing in the physical.
  • You gain access to:
    • Ways to transform basic resources into nanites and nanites into advanced resources
    • A new decision, similar to Terravore world consumption, to turn colonies into nanite worlds
    • A new starbase building to harvest nanites from uninhabitable worlds
    • New Edicts to vastly increase your productions or combat capability at the cost of nanites
    • Nanite probe ships, to bolster your fleets
Subsume World decision and Nanotech World

Nanite Probes

Modularity​

The most advanced traits require the most advanced minds. By embracing Modularity, your empire will have access to traits other machines can only theorize at. The rarest of resources will fuel your enhanced shells.
  • Your Metallurgists will produce Living Metal
  • Your roboticists will be boosted by utilizing living metal as an upkeep
  • Your workers/simple drones will be boosted by your priest equivalent
  • Your soldiers and enforcers will grant more stability and be stronger
  • You unlock 9 advanced machine traits, several trait picks, points, and reduced modification cost
  • All your leaders will gain the Synth leader trait
Modularity Tradition Tree


If you have Synthetic Dawn but do not have The Machine Age, you will retain access to the Synthetics Tree, but with reworked Traditions. These will include bonuses to lifespan, habitability and pop assembly.

Resistance is the Ratio of Voltage to Current Futile​


Driven Assimilator Authority Swap Icons

For owners of Synthetic Dawn, Driven Assimilators will gain two advanced authority possibilities in The Machine Age, the Memory Aggregators and the Neural Chorus. Upon completing the Cybernetic tradition tree, the Assimilator will receive the option to determine their stance on the variance of thought permitted within the gestalt consciousness.

This is the Neural Chorus:

The Neural Chorus

The Machine Ship Set​

In last week’s dev diary we snuck the Machine Corvette into the Arc Welders screenshot.

Here’s a “glamor shot” of the Machine ships that was arranged by our artists:

Machine Shipset

We finally have a Machine shipset.

Next Week​

Next week we’ll look at the Civics and Structures of The Machine Age, as well as Auto-Modding.

See you then!
 
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Do we really want to lock a long time wanted feature like merging robots spiecies together behind a DLC and Feature wall? Just look at this thread.

It will be the same mistake like it was with auto migrating pops locked behind a galactic resolution from a DLC.

Emphasis mine:

The Aging, Habitability, and Assimilation changes (and Origin improvements listed later) are all part of the free 3.12 “Andromeda” update
 
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That look great, I always wanted to play as individualist machine since I have started playing this game 7 years ago.

I wonder, can we pair individualist machine with selective kinship to make a mechanical species only empire ? Were all robot from the galaxy live in harmony together without those disgustings organics around ?

Also what will be those "advanced machine trait" from modulability ? Looks like machine equivalent for bio ascension to me.
 
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The more colonies you gain, the weaker your Virtual Trait and the bigger its upkeep will become
Does the capital world count as a colony? So, does the +150% output actually cap at +125% since you can't have less than one planet and still have any pops?
 
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So do gestalt machines get anything to compensate that habitability, life expectancy and society research nerf?
Going individualistic to get trade, factions and happiness for a consumer goods upkeep seems like a no brainer.
 
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Odd question, but considering that Under One Rule only requires you be Dictatorial, can you do an Individualist Machine Under One Rule empire? If so, I got some planning to do
They would have to change the Luminary bloodline trait for the heir for something else, since well, they don't got genes nor the blood, and alter endings since you cant do those accession endings with robots. Other then that, I think it could work. Be kinda funny to see honestly, can play as Megatron or Bender after he conquered the Earth
 
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So do gestalt machines get anything to compensate that habitability, life expectancy and society research nerf?
Going individualistic to get trade, factions and happiness for a consumer goods upkeep seems like a no brainer.
Hopefully the hefty empire size penalty from colonies has been reduced, it is what counteracted the "easy" colonization.
 
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I have mixed feelings about the baseline changes to machines, as it does make them a lot less distinctive compared to organics in the early game. It feels like they'll become a lot like Lithoids, but weaker, since their habitability profile is worse and they have no population growth at all other than assembly from jobs (whereas Lithoids do grow naturally with a penalty). At least they don't suffer the increased starting age of Lithoid leaders, so they genuinely have a long time to extend the life of starting leaders before they die of old age (comparable to Necrophage leaders at the moment).

I also take it that with individualist machines having the full range of options, that means also means species rights for synths in general are being overhauled, i.e. we can choose to keep some synth species in slavery, others as "Residents", etc, rather than a blanket "AI policy".

On the other hand, the new ascensions look very cool and potentially stronger than the organic alternatives in the long run. Does this mean Synthetic Ascension is gone from the game entirely and non-Hive organic starts also have these options, or just gone as an option for empires that start out as machines? If it's the former I don't think much is lost, as Modularity sounds like it will be a straightforward upgrade on what Synthetic does now (except for the changes in leader life expectancy and habitability). If it's the latter, organics ascending to Synthetic would feel a bit lacking compared to individualist synths ascending to Modularity (to say nothing of the more radical options).

I hope Machine Intelligences that adopt Virtuality have some efficient means to release/abandon unwanted colonies, as managing colony count is already a significant stumbling block for machine intelligences "going tall"; strictly keeping to a low number of colonies throughout the game doesn't work very well because of caps on how many Replicators you can employ. Alternatively, make it a decision to activate/deactivate the Virtual network on specific colonies, with bonuses/penalties scaling according to the number of activated colonies: other colonies can't host Virtual pops and get no benefit from the ascension, but could have zombies/slaves/weak machines still working them as opposed to your Virtual primary species. You'll ultimately move most of your empire onto a Ringworld or two (and/or Ecumenopolises as a Rogue Servitor), but you can't get to Ringworlds without having a bunch of weaker colonies first.
 
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Yes, YES, one more shipset that isn't bulky and blocky and dark.

I still remember the concept art for the Imperial shipset, those beautiful golden-white ships, with their sleek lines and almost decadent appearance:

1614092493639.png


We all know how that turned out. We got dark-brown flying bricks instead.

Since then, looking at Toxoid and especially Aquatic ships, you really made progress when it comes to making new ships. Looking at those rounded arcs, the shining metal, the warm glow at the sides... truly, what an outstanding shipset.

It's really a great expansion here, but I'm especially excited about the designs. Credit where credit is due, I guess. Well done.
Honestly? These are better for imperial ships
While the current imperial iteration is good for Mchine Empires
 
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I don't like the change to age. This is going to murder all 4000 years old event leaders until 6 patches later. Plus why would genetics tech increase machine lifespan? At least machine and robot lifespans should be counter separately.
 
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So... we're taking away things that make Machines unique and making them more like everyone else, then?

... yaaaaay?
 
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I know you've said it twice in the DD, but *how* do these changes make Machine/Synthetic leaders last longer than Immortal-with-a-chance-of-failure leaders? What's the math behind it?
 
Virtuality seems like an interesting idea.
If in the future all ascension paths offered flavourful ways of eliminating individual pop representation from the game then it would be a knife in the heart to the lag, no?
 
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Will synthetically-ascended organics (particularly those with the synthetic fertility origin) be able to get anything similar to this virtual existence stuff?
 
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