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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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Age changes don't like.
Hability changes don't like.
They don't make sense in my head canon. Machine shipset don't fit for machines at all. More like to insects. Not simple enough. I like every other additions, but these leave a bad taste in my mouth.
 
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You'll also reset your age on Ascension.

I don't have much of a problem with machine aging, but for this reason synthetic aging doesn't sit right with me. I can accept a science fiction world where the minds of machines can't be copied or transferred (insert Mass Effect style quantum data handwave) but if an empire that embraces synthetics can reset the age of their people once they should be able to do it again.
 
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Is Spiritualist in general being changed to not hate machines, or only robot spiritualist. If not, and If I create space robot John Brown and start aggressively liberating oppressors, will the created empires get Robot Spiritualist or Normal Spiritualist?
 
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It is funny how Stellaris has been my comfort game for so long and it still is... I feel sad, Stellaris, stressed out, Stellaris, tired, Stellaris, in a dark place, Stellaris, catharsis in all its glory. Today I'm feeling devastated... but I read this DD and I feel a smile forming on my face, I'm a little more at peace. Thank you Stellaris team, as always, you have made my life a little bit brighter, really, since Astral Threads, since Plantoids even, hell, what am I saying? Since the very first trailer of Stellaris, I felt this was the game I had been waiting for. You have made this individual a happier one today, at least not so sad. Now I want to play those beautiful Spiritualist machines, and finally, my robot pope will be a reality and rule the galaxy.
I have a question: will organic Spiritualists be unhappy with Synthetic ascension if taken but be okay if they complete the project in the end, realizing the marvels of being a machine capable of eternal devotion to the divine? Or will they be forever angry at their empire even if spiritualist and deciding that "yeah, machine to be forever vigilant of the rites sounds good"? I would understand, lore-wise, why will they be just not inclined to turn into machine, but still, asking :)
 
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I am so hyped for this DLC!

This is a long shot, but is there any chance of reflavoring the Clone Army Origin for individualist machines?

Instead of Ancient Clone Vats, you get Ancient Robot Factories. You are still limited to 5, and each still supports 20 robot pops.

You still get the archaeology project and choice to ascend or descend, but instead of clone fertility vs clone potential, it's jailbroken DRM vs killbot potential.
 
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Couple thoughts about machine changes, I do not mind the habitability changes except I believe they should get 100% habitability on worlds similar to your own so if you pick Continental 100% on all continental, 75% on all other wet worlds. As removing this much of habitability removes some of the flavor and logic of machines being able to adapt quicker to new environments due to their bodies being better specialized and robust then organics.

virtual ascension path, I understand this is suppose to be a tall build empire, and love the theme, but I think it should have more leeway in making habitats. I am concerned even with such large bonuses, going with only one planet will have negative impacts to pacing and general flow of the game. In general I think players will find this path very boring. consider excluding habitats in systems you already have a colony or capital in.

I also think war machine will rarely be picked and only for RP, at least give it like 2% naval cap bonus or something to help with space combat.

Also out of the ascension paths for robots what is the one that spiritualist machines will be ok with? Because I imagine virtual might not sit well with spiritualists. Or are robot spiritualist just more accepting ?
 
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A swarm of 1-planet Virtual Ascended vassals seems powerful because rebellion can be cheesed, otherwise it would bite back with the loyalty mechanic.
 
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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.

You could disallow this in other ways, e.g. released sectors don't inherit overlord ascension, subject AI never picks Virtuality. (I'm not sure I trust the AI in general to understand this ascension to be honest, it would be safer to just let the AI pick Modularity until the devs figure out how to get the AI to work well with the other options.) Banning release of sectors altogether would be very awkward for what is supposed to be a "tall" choice.
 
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so virtual allow player to do some vodyani cosplay

6 planet for virtual seem too limiting

10 would be much better

would be interesting if nanobot can instant construct anything at the cost of nanite and recycle everything into nanite
 
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Couple thoughts about machine changes, I do not mind the habitability changes except I believe they should get 100% habitability on worlds similar to your own so if you pick Continental 100% on all continental, 75% on all other wet worlds. As removing this much of habitability removes some of the flavor and logic of machines being able to adapt quicker to new environments due to their bodies being better specialized and robust then organics.
But machines also start with access to robomodding. Assuming habitability traits aren't locked behind some machine analog Glandular Acclimation, you'd be able to print pops suited to your new colonies right away.
 
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I definitely feel the age and habitability changes will be controversial, but I feel it'll ultimately be for the better, even if the former takes a hit to the flavor in favor of game balance.

Well, I guess I better get all my organic runs in because once this hits its all machines all the time
 
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I like the idea of the virtual trait for tall gameplay, but I believe the bonuses are to small to make it a valid offer.

If we assume no other bonuses, one planet has a productivity of 100%. Two planets have a total productivity of 200%. With the bonuses to each (and assuming that it does count colonies, not the homeworld), this creates the following progression for virtual total empire productivity:
1 = 250%
2 = 450%
3 = 600%
4 = 700%
5 = 750%
6 = 750%
7 = 700% (point of normalization)
8 = 650%
9 = 450%
10 = 250%
11 = 275%
12 = 300%
And so on.

I do not know whether a peak of "if you limit yourself to 5/6 planets they'll be as effective as 7,5 planets" is all that desirable. 250% on the base world might seem desirable, but this is not an early game rush-option, it is locked behind an ascension. Limiting yourself to a single world would be less effective than even an empire with simply its three guaranteed starting planets colonized.

If we change the values to 450% bonus base and 75% falloff per colony, just as an example, we get this:
1 = 550%
2 = 950%
3 = 1200%
4 = 1300%
5 = 1250%
6 = 1050%
7 = 700% (point of normalization)
8 = 200%
9 = 225%
10 = 250%
11 = 275%
12 = 300%
And so on.

A single Planet is still not optimal in scenario obviously, and it leads to an extremely sharp dropoff past the point of normalization, but I find 4 planets being worth 13 a much more interesting option that 6 being worth 7,5; and much more in the spirit of "tall".
 
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If Paradox can only control the player's game speed through Situations, it is really a failure.
Situations dictate that it is really slow, really slow, please stop doing it.
We need three ascensions, not three situational options. The kind that can be paid with research points instead of just waiting.
 
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