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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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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 0,75% falloff per colony, just as an example, we get this:
1 = 625%
2 = 1100%
3 = 1425%
4 = 1600%
5 = 1625%
6 = 1500%
7 = 1225%
8 = 800% (point of normalization)
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 5 planets being worth 16 a much more interesting option that 6 being worth 7,5; and much more in the spirit of "tall".
(For a milder curve, consider 350% bonus at -50% per colony with a minimum of -50%; this results in a peak of 5 planets worth 12,5 planets)
This is one of the reasons why I think it should exclude your guaranteed habitable planets + habitats made in said systems. Tall IMO shouldn't mean no colonies just no more then 3 and 3 habitats. They could tweak the numbers, but at the very least I believe they should exclude habitat in systems you already own a colony that way you could get the 100% boost on 6 worlds.
 
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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.
-snip-
Consider the tooltip mentions pops are generated to fill the jobs. As in, pop assembly is no longer a consideration and all jobs are just... filled. So consider the time it takes to actually make the pops without virtuality vs just having them automatically with.
 
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Consider the tooltip mentions pops are generated to fill the jobs. As in, pop assembly is no longer a consideration and all jobs are just... filled. So consider the time it takes to actually make the pops without virtuality vs just having them automatically with.
It is a ascension though which means it likely won't be easy or fast to get. By then you will likely have at least 2 colonies and maybe habitats. Will you abandon those worlds ? Honestly I think it impacts pacing and eventually you'll just have your 1-3 worlds filled with buildings and districts. With no growth beyond that. IDK I would have to test it to be sure, but I still think it needs some tweaks to be viable.
 
begging biological pops can also ascend to digital life because i genuinely need to recreate serial experiments lain in stellaris
 
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God, this looks incredible. Really like the age and habitability changes for machines to make them able to access more of the game, I can't wait to play Void Dwelling Rogue Servitors!
 
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I love the empire ideas that I get from this, even though I want to start with trying out the synthetic fertility origin from last week.

I already own synthetic dawn, but I am wondering what other things are exclusive to synthetic dawn.
 
Oh, also I have ~two important questions:

1. Can individualistic Machines get Destiny traits?

2. What happens to Gestalt Machine pops in an individualistic Machine empire? What happens to individual Machine pops in a Gestalt Machine empire?
 
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This is one of the reasons why I think it should exclude your guaranteed habitable planets + habitats made in said systems. Tall IMO shouldn't mean no colonies just no more then 3 and 3 habitats. They could tweak the numbers, but at the very least I believe they should exclude habitat in systems you already own a colony that way you could get the 100% boost on 6 worlds.
I disagree; that is essentially wide, just within limited systems.

Which some mean when they talk of "tall", yes, but according to how Stellaris handles growth and production, every additional colony or habitat, rather than system, makes you "wider".
So I would define a wide playstyle as "more colonies, less productivity for each", and a tall playstyle as "less colonies, more productivity for each". If you have 20 colonies and habitats within your three starting systems, you are still wide.

It is also not a defined category of "maximum x colonies to be considered tall", it should ideally be a sliding scale where you are "taller" or "wider", only ever in comparison to another empire. Though with stuff like Virtual, which is a good first step nonetheless, you do effectively have such a hard limit in the form of the optimal number of planets.

---------------

Pops are in a weird place for tall vs. wide right now; I'd argue that number of pops does not automatically make one wide; but as you currently need to be wide to get more pops, it does. If we had a system where a "wide" empire with many colonies was forced to have the same number of pops distributed among them as a "tall" empire that has the same number on much fewer planets - in other words, empire-wide growth rather than planet-based one - then yes, pops would not matter to the question. See above: a planet with less pops would also be less productive, a planet with more would be more productive.

Basically, there are two possibilities of enabling tall vs wide:
a) Tall: forced to have less pops of higher productivity. Wide: Able to have more pops, at the cost of lower productivity.
b) Tall and wide have identical number of pops, but different numbers of colonies they are distirbuted across.

Since right now, growth is determined by number of colonies rather than on an per-empire-basis, b) is not an option; a) can be done with stuff like the Virtual trait.
 
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Why synthetic leaders can stil die? It won't be more reasonable that in case of some hardware/software failure the backup of the day before it can be restored to a new body?
 
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Machines being immortal and able to colonize everything flawlessly never made sense anyway. Or rather, it made sense at the time when they were a new release and they were overpowered so people would want to play with them.

But when it comes to scifi tropes, it was a confusion between what is represented as ascension paths in Stellaris. Yes, very advanced machines can be virtually immortal. But a newly formed machine civilization? They need some margin of progression.

I think it's nice to revisit old lore that didn't stand very well on its feet. I'm also glad that situations get used for more things. Hopefully we'll have those to cover a lot of conflict situations between empires that are currently resolved through total war.
 
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Why synthetic leaders can stil die? It won't be more reasonable that in case of some hardware/software failure the backup of the day before it can be restored to a new body?

But when it comes to scifi tropes, it was a confusion between what is represented as ascension paths in Stellaris. Yes, very advanced machines can be virtually immortal. But a newly formed machine civilization? They need some margin of progression.

It would be nice if all synthetic empires were immortal rather than just virtuals. If only to close the contradiction that they can reset the age for their entire population upon becoming synthetic yet still have leaders die of old age.
 
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Can’t say I had nanites or living metal being used by machines on my bingo card for 2024, but here we are. Very cool stuff. I really love the wide variety of mechanics presented by the new ascension paths. Also, bringing Machine empires up to parity with normal empires especially in regards to origins is pretty exciting!



Few questions though:



First, in regards to habitability. The dev diary made mention that machine (as in Gestalt/Individualist Machine empire pops) will require habitability. I assume that these will also apply to robots (pops built in non-machine empires) as well?



Second, what’s the difference between Subaquatic Machines with Ocean World Habitability and Wet Habitability? Do these machines get the normal 90% habitability that Ocean World preference biologicals get and the normal 75% to Tropical/Continental? (And the base 50% to all other natural non-Wet planets?)



Third, the new ascension paths are specifically for machine empires (gestalt or individuals)? I assume regular biological empires retain the path to Synthetic ascension. So, two parts. I assume machine empires won’t have the paths to Biological, Psionic, Cybernetic (Except for Driven Assimilators)? I assume the rationale behind these is to offer some variance to ascension picks to make up for otherwise effectively having only 1 ascension path to choose. Second part, if a biological empire goes synthetic ascension, are they considered robots or machines post-synthesization process? Since individualistic machine empires exist, I assume they effectively become one of these post-ascension?



Fourth, it was mentioned that Machines that start on specific planet origins (Life-seeded, Void Dwellers/Voidforged, Ocean Paradise/Subaquatic Machines, etc) will need to research the tech to change their habitability preference. I assume this will also apply to machines on normal planet starts/origins as well? Also, will Resource Consolidation and/or Determined Exterminators change planet preference as well? And will Determined Exterminators be locked out of most of the planet origins?
 
These artworks make me think it'd be cool if the default robot portrait was touched-up a little to meet the same standard of quality.

It always look so much better in artworks than it actually looks in-game.
 
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Just want to make sure I'm reading this right, but for Virtuality, is that -75% the floor that one hits for having to many colonies? Which I believe ends up being 9, as in one only gets 25% of the resources for a colony. Or is it that the cap on how much the penalty stacks to, as in after three colonies one one gets 75% bonus production? Given that this is being billed as the tall build, I want to say the former is the correct interpretation, but wouldn't mind the clarification.

Anyways, glad to see a revisit of machine leader lifespan and habitability. It always felt like the former didn't pan out the way it was suppose to, aka immortal machine leaders dying way, way more often than their most short lived fleshy counterparts. Was also particularly bad, when one started a new game and would one or more leaders five years into the play through because the gods of RNG, happen to be cruel jerks. Habitability just seemed like it held them back from getting cool things because more colonies almost always translates into more power, which makes it particularly dicey to give them access to powerful origins and other powerful features that normal empires and to a lesser extent, hives get to enjoy.

I do hope this opens the door to psionic gestalt empires. Maybe that's what we get in the next minor DLC or major expansion.
 
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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.

Wonderful, it is great to see machines becoming even more interesting to play!
There is one unfortunate consequence with Clustered Capacity that I would like to point out in case no one else has yet. It gives the same penalty for example four connected colonies in a ringworld, as it would four colonies placed in each their own end of the empire. It feels off, as it is intuitive that there would be less latency and administration required for communicating between planets in the same system vs planets further apart.

To mitigate that I suggest to use the number of colonized systems instead of individual colonies, with higher penalties per colonized system (for example 0.25 energy pop upkeep per system). This would reward having few systems with multiple colonies.

However, this does not resolve the issue when you have four colonies/systems in each their own corner of the galaxy. Adding a small distance factor from the capital might encourage the seemingly intended "tall" style of virtual machines to a much more consistent and intuitive degree, though it may feel more constricting on the player, and the AI would probably not handle this well.
 
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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".
Was going to post something similar.

This sounds interesting at first but then you realise you need to limit yourself to ~5 colonies to make this worthwhile (even then it's not really great for an ascension as it's only a 50% improvement; maybe even keeping it lower to ~3 where the benefit is at least double powered jobs), which by the time you ascend is unlikely to be a thing except in a few niche runs. Either something far more dramatic as suggested, or make this "colonised systems" instead of "colonies" and allow as much stacking inside a small number of systems as possible. Now I'll be looking at systems with multiple colonisable worlds in a new way.
 
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