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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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Good to see origins change here. Origins that hardly find useful before(Like Subterranean and Syncretic Evolution) now may be useful or even become meta.
Imagine picking Syncretic Evolution as machine empire, You may get additional pop growth slot like Mechanist, But the position of humans and robots is reversed. This change make me will to try this former 'useless origin'.

Origin is well balanced, however, A question: Since you can play individualistic machines at start, How will Synthetic Evolution be? Will it be strong enough to compete the individualistic machines?
 
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So... we're taking away things that make Machines unique and making them more like everyone else, then?

... yaaaaay?
I think that's a reasonable trade-off. One of the big problems with development by accretion is that the more unique any given feature is, the less future-compatible it is. This also has balance implications, since build variety and flexibility is a source of power. Making machines more similar to other empires means that they can use a lot more of the cool stuff that was previously restricted to other empires for balance reasons- I know I've wanted to run a post-apocalyptic or void-dweller machine gestalt for ages, but making a second variant of everything for each DLC that only works if you have two DLCs together isn't exactly practical. Sure, you reduce the uniqueness of the mechanics, but the uniqueness being affected is basically 'counter-intuitive RNG and more reasons to micromanage every planet', which I'd happily trade for ensuring that only a minority of new Origins and other such mechanics stop being off-limits.
 
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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
Yeah, makes sense. Still, with the introduction of machine lifespans, it wouldn't be too hard to rename things and rephrase events, maybe get some new art done for certain key things with robots. Would be a bit weird redoing the Luminary Ascension Path traits, mind, but if organic empires can access the three new Ascension Paths, they'll need to do that anyway.
 
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?
Every 10 years, there's a 10% chance for a random machine leader to die by accident. I've had games where I lost 3 heads of research (as Synths, so only post-ascension) in the same game. Meanwhile organics have a 0% chance of dying so long as you get the lifespan increases ready.

With this, you have ~100 years to research the lifespan extension tech, then 20 to research capacity boosters, and so on.
 
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This is all very interesting, so what happens to biological empire that ascend with synthetic evolution? Do they get access to the new virtual/nano/modular ascension mechanic?

If not then synthetic evolution is pretty dull compared to individualist machine empires. Unless through synthetinization, upon gaining the advanced government type you gain acess to the virtual/nano/modular ascension

With the individualist machine empire and habitability rework this does put lithoids in a very curious position, since individualist machine empires can essentially fulfill the niche of previously held by lithoids

It seems to me that being individualist machine empire is straight up better than chosing to be a lithoid empire.
 
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I'm currently playing a 1 Planet Gaia World Trade Federation in the MP and I think if I combine that with "Virtuality" it could be very interesting. ;)
 
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Also... Keep mind you should disallow vassal releasement for Virtual Empire. Otherwise massive 1-planet vassals releasement to abuse +125% output is expected.

If every vassal can benefit from this trait, The vassal swarm will be stronger than ever.
 
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Also... Keep mind you should disallow vassal releasement for Virtual Empire. Otherwise massive 1-planet vassals releasement to abuse +125% output is expected.

While true there would be nothing stopping empires releasing vassals before they take the tradition.
 
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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

Individualist machines could still have "bloodlines" if they generate new personalities from existing ones by some sort of mixing algorithm. (They clearly have to do something beyond just copying the same template over and over again, or they wouldn't be very individualist.) Alternatively, the Luminary's personality code is some mathematical miracle that can't be fully understood or repeated, so going forward, if the Luminary dies they make a copy of some old backup version of the Luminary from when he was first "born" (basically the machine equivalent of the "genetic dynasty" from the Foundation TV series).
 
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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
Would taking this path allow your empire to exploit the L-Cluster no matter what condition it is found in? Any special interactions with the Grey Tempest expected?

I'm guessing Nanobot empires would have a different relationship with the Dessanu Consonance, which would normally get really angry if you talk about nanobots with them.
 
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What if Nanite ascended species could also pick every type of bio portrait but those were desaturated to shades of gray?
Is it possible to apply a gray filter to portraits without having to make new ones?
 
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For the Age I'd prolly actually would've liked it more if biological pops also could've accidents and the like, to ge their age down instead of the machine one up.

The habitability change is great tho, as is basically everything else in the dev diary from what it sounds like. I am excited for the update/dlc.
 
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I know the devs worked hard on this expansion and appreciate all the work they put on the game but i can't honestly say i'm not dissapointed by this dev diary. The habitability changes i don't mind but adding age to gestalt machines imo doesn't make sense and the machine shipset not being what i imagined/wanted (boo hoo me, i know this is absolutely a non issue as there already are modded shipsest i like and can use instead) just kills all excitements for me. At least the new machine ascension paths look really interesting. Guess i'll just suck it up and play around with game files to try and bring immortality back :confused:
 
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