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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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Sorry I'm a little bit late to the party and only read through the first 3 pages of comments, so please be a bit understanding If my question got already answered (happy to get a link to it).

My questions: Are all currently use cases of machine / gestalt immortality (leaders and council) covered and were taken into account? From reading the initial post I have fears it is a mess leaving them in a worse situation. Leaving the ethernal throne relice aside, which provides true immortality to both biological and machine leaders/council, biological leaders could get a form of "immortality" by continously increasing their lifespan through techs, ascension and traditions and traits. Perfect world.
Gestalt on the other side either were limited to -50% accident chance (tradition) or if lucky, with Zroni precursor edict, another -50%, technical -100% accident chance, which is identical to ethernal throne relic, therefore either you were forced on getting both -50% trait/edict or forced to get ethernal throne relic to get the same advantages as biological empires.
Synthetic ascended biologial empires were in a worse situation, as they couldn't get the tradition effect because.

TL;DR:
Maybe someone can enlighten me if both this one-way street / narrow path issue i tried to describe above was solved by making machine leaders behave to the same mechanics, and if that means the "immortal" gestalt council have no chances to get "accident"-proof by switching every tradition/trait/edict to the biological version.
for obvious reasons robots will never be venerable lithoid necrophages with a bonus lifespan of almost 200 years, but all traditions, techs and other modifiers should apply as normal
hell, you can probably rub your machine bodies in tree sap from that one event with a tree and some amoebas
 
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I don't understand much one thing on virtual jobs:
What happens when a "virtual" pop has to work at a "real" farm district, is it playing Stardew Valley in the virtual world while a dirty robot does the real world job of raising the physical crop? Or is that virtual pop piloting the dirty robot, remote controlled?
Is there an endless supply of robotic bodies for physical work, ready just as the jobs are open?
 
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My questions: Are all currently use cases of machine / gestalt immortality (leaders and council) covered and were taken into account? From reading the initial post I have fears it is a mess leaving them in a worse situation. Leaving the ethernal throne relice aside, which provides true immortality to both biological and machine leaders/council, biological leaders could get a form of "immortality" by continously increasing their lifespan through techs, ascension and traditions and traits. Perfect world.
Machines will now have the same age mechanics as biologicals. Council nodes are truly immortal, as is the ruler.

Machine start at a younger age (5-15) and have a default lifespan of 100, so they still live longer than organics, for the most part.

The problem with the accident rate was the way it was coded - it wasn't a truly independent chance, it ticked every decade and the actual chance a leader dies depends on how many are in his class, etc. Because originally it would roll a number, and then the outcomes would be 88% chance of doing nothing, and 2% each of killing someone in a particular role.
 
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As individual machines are very much capable and willing of entertaining unique needs, they have no restriction on allowing organics in their empires
What about the other way round? Can organic empires (not hiveminds, of course) allow individualistic machines in their empire?
 
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Ooh, I wonder if organics could have a simple flavor trait too? That'd be a neat addition.
 
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Ooh, I wonder if organics could have a simple flavor trait too? That'd be a neat addition.
I honestly think the flavor traits here are a test for a future psychic/organic/hive dlc. Because now people will clamor for more ascensions for non-machines (and who can blame them, ascending is fun).
 
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It's hard to be sure what the optimal planet number will be without knowing all the variables or mechanics.

The instant-fill of Virtual is insanely game breaking. Normal empire are limited by pops (due to the way pop growth works), so if you remove that limit you get an economy that vastly surpass everything else. The only way this can be balanced is by never allowing Virtual to work with more than a few planets (which is why Paradox is saying stuff like "planet-limited playstyle" and "Virtual Machines may seek a “Tall” playstyle"). Also, uh, unlimited pop with lots of planets would produce tons of lag.

In short, they cannot allow Wide Virtual to exist.

With the numbers they gave (each planet add -0.1 energy per pop and -25% resources), this is already the case. Wide isn't viable. You get less output between 7 to 30 planets than with 5 planets (dramatically lower output around 10 planets), and while your collective planets output get higher after 30 planets, that's where the extra upkeep comes in to murder your economy.

But this only work if :
  • Trade is affected by the Virtual bonus. Otherwise you could power through the upkeep with trade.
  • The bonus is multiplicative with other bonus. Otherwise the penalty for having tons of planets get diluted by the various bonus you get over the course of a game.
  • You cannot create vassals. Otherwise you can cut your empire into little chunks and ignore the penalty entirely.
  • You cannot sell pops. Obviously, you have an infinite supply of them.

It also means that yes, we know the optimal number of planets is going to be 5 (with anything from 3 to 7 being "close enough"). It doesn't matter what are the other mechanics, this is practically set in stone because the alternatives are completely bonkers.
 
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This question was semi answered on Steam but with the new reactive portraits only being limited to two categories in species selection, are the other portraits in the game going to be updated over time for this little feature in the future? It cannot be hard to add robot bits such as a Robotic eye for the Fox or arm to the space rats can it? A lot of the portraits use the same clothes, could take advantage of that. Could just layer stuff on since clothes are a layer.
 

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They always could? Unless you actively set your robot settings to purging they're tolerated
Machine pops get purged. Mechanical and Machine are two different species traits (though they're similar). Mechanical is the one you can build, machine is the (current) equivalent of hive minded.
 
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Machine pops get purged. Mechanical and Machine are two different species traits (though they're similar). Mechanical is the one you can build, machine is the (current) equivalent of hive minded.
But if they're individualistic machines they should be fine, just like synths already are

Machine hivemind pops don't get purged because they're evil and hated, they get "purged" because ALL hivemind pops are incapable of living outside of hivemind territory
 
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So a few questions regarding virtual ascention. How does this work with things such as rouge servitor? In addition is the 150% also reduced by Ur capital making it actually 125%?

Another question I have about the individual robots is does this now mean we can have slave robots or that normally robots will be classed as slaves and receive the buffs that slave pops get
 
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Gestalt Machines seem to be getting a strong nerf here with no gain.

They already have weak amenity production and the 75% habitability nerf will mean they need 1.25 amenities per pop, and they suck at amenity generation.

Either they will need traits to give them habitability boosts

Remember they are getting 75%,75%,75% on their first 3 worlds compared to non-machines which have lots of builds that cap at game start at 100%,100%,100%

An invasive taking adaptability is running 100%,90%,50%, 30%.

a Lithoid is running 100%, 100%, 70%, 50%.

So, machines are getting production penalties, higher pop upkeep and higher amenity use and gaining nothing in return.
 
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Remember they are getting 75%,75%,75% on their first 3 worlds compared to non-machines which have lots of builds that cap at game start at 100%,100%,100%

An invasive taking adaptability is running 100%,90%,50%, 30%.

a Lithoid is running 100%, 100%, 70%, 50%.

but those are specific builds

and machines can do that too - go subterranean and you have the best habitability in the whole game, always, even on tomb worlds; go aquatic and you can do the same silly builds that biologicals do

"normal" empire will just have 80% on their preferred class and only 60% in their preferred group with a mere 20% elsewhere and zero on tomb worlds - and it can be way worse if you're using non-adaptive, life seeded or the habitat origin, but that would be "specific builds" too, so whatever

machine hiveminds may also lose their empire sprawl penalty, who knows, that certainly would be a worthwhile return
 
In short, they cannot allow Wide Virtual to exist.
I agree that Tall is intended playstyle for Virtual empires. But sometimes mechanics allow for other playstyles.
Depending on how trade is implemented it could be possible to ignore tangible resource production entirely and spread to as many planets as you can afford, only limited by the energy upkeep of pops instead of resources from jobs.

I disagree with some aspects of your bullet point list:
But this only work if :
  • Trade is affected by the Virtual bonus. Otherwise you could power through the upkeep with trade.
The 3 intangible trade policies have no mention of energy or other tangible resources you could use to "power through" the pop energy upkeep.
So you can't use trade to pay for your pops as trade does not appear to make energy for Virtual empires.
You have to get energy from your virtual pops working as technicians, vassal taxes, branch offices, mining stations or dyson spheres.

Instead intangible trade will make research, unity and "governance"

  • The bonus is multiplicative with other bonus. Otherwise the penalty for having tons of planets get diluted by the various bonus you get over the course of a game.
Multiplicative would make sense.

But with enough repeatable energy production technologies you would eventually have the income to afford powering through at least some of the energy penalty for additional colonies. (Not even considering energy from other sources like dyson spheres, taxes, branch offices etc.)

I wonder if there will be a benefit to going above the optimal number for alloy generation.
More naval capacity,
Controlling more chokepoints,
Special planets like those with scaling jobs per pops (+1 Dimensional Portal Researcher Job per 25 pops or +1 Gas Plant Engineer Job per 20 pops).

But maybe it will be worth taking a penalty to alloys and tangible goods income for other reasons like switching to an intangible trade economy.

  • You cannot create vassals. Otherwise you can cut your empire into little chunks and ignore the penalty entirely.
You can make vassals and a federation before taking the final step to being virtual, it's bonkers to think that wouldn't be allowed.
The tooltip doesn't mention breaking existing diplomatic relations like with the galactic imperium. Nor does it mention being unable to make vassals.

If virtual stopped you from creating vassals you would be crippled with the upkeep costs of a huge empire with no way to stop a death-spiral other than deleting all your colonies or allowing them to rebel.
(I had 20+ planets before I even selected the first synthetic tradition in my last game... with minimum habitable planet settings and without much conquest... just 2 planets, maybe 3.)

So yes, you will need to be able to create vassals for this to work.

Vassals will encourage you to focus on the intangible while they cover the tangible resources (but less efficiently than you would make them).
You'll still be able to win the game... just without managing as many planets and that sounds great to me. Possibly overpowered, but we will have to see.
  • You cannot sell pops. Obviously, you have an infinite supply of them.
Yes. Selling them would be an obvious exploit.

But I am curious how virtual and normal pops will interact... if there's some way of mixing the two together so your virtual pops work the intangible trade jobs and normal pops work in the generators and forges to produce resources for you. Some strange virtual slaver empire.

It also means that yes, we know the optimal number of planets is going to be 5 (with anything from 3 to 7 being "close enough"). It doesn't matter what are the other mechanics, this is practically set in stone because the alternatives are completely bonkers.
5 is the Optimal number you calculate for maximising the tangible resource production before you start with diminishing returns.
I'm not sure that tangible resource production will be the most important penalty for all playstyles.

What is the optimal number of colonies for maximising intangible trade?
(Assuming that trade is viable and there's a point where science from trade on 7+ planets > science from researchers on 3-7 planets)

How many planets you can afford will be a function of the jobs per planet, output of trade jobs, pop upkeep and income from all sources.
We know one change to pop upkeep but don't know the trade output yet, or jobs per planet. So it's hard to calculate how many planets virtual empires could theoretically support in a normal game, either using a dyson sphere and repeatable energy techs or using vassal taxes and branch offices for energy.

"Bonkers" Just means strong, and how strong depends entirely on the trade policy and the new job numbers per planet.
e.g.
If the Trade policy converts 1 TV into:
0.5 Physics/Society/Engineering, 0.1 Unity and "Governance" perhaps 0.01 Stability or +0.1 Amenities or -0.1 crime?
or 1 Physics/Society/Engineering, 0.25 Unity and "Governance" perhaps 0.1 Stability or +1 Amenities or -1 crime?
Will planets have 50 clerks, or 200 clerks? (for the +1% Trade value)

I'm curious if there will be a point where intangible trade produces more total research than researchers. I'm sure we will find out soon if it's fun, weak or overpowered, if there are bugs or oversights and if it can only be played Tall or if there are ways of playing Wide.
 
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The 3 intangible trade policies have no mention of energy or other tangible resources you could use to "power through" the pop energy upkeep.
So you can't use trade to pay for your pops as trade does not appear to make energy for Virtual empires.
You have to get energy from your virtual pops working as technicians, vassal taxes, branch offices, mining stations or dyson spheres.

Instead intangible trade will make research, unity and "governance"
The policy is about "economy", not trade.

It's a new Policy (not new policy options) so it can't be referring to the trade policy.

And as gestalt machines (presumably) won't have trade but can also take this ascension, it's probably something else.
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
I highly doubt we're getting a trade policy that turns trade into research. The game allows trade to appear from nowhere, and it scales quadratically between empires in a federation even without subjugation. It's just not the sort of thing you can tie research to.
 
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I highly doubt we're getting a trade policy that turns trade into research. The game allows trade to appear from nowhere, and it scales quadratically between empires in a federation even without subjugation. It's just not the sort of thing you can tie research to.
That's a nice niche for a Research & Development focused megacorp civic (a twist on technocracy just like Cooperative twists Shared Burden).
To reinforce what Abdulijubjub explained, The Virtual Focus policy is one where focusing on one aspect penalizes the others a bit (the three aspects being unity, research and governance). It has nothing to do with Trade policy.
What bugs me is what is happening to physical jobs that make minerals and such, why does these get instantly filled (presumably)? What’s the lore? Are the pops playing Minecraft?
 
Now that nanite technology is getting a new pass, it would be neat if we also got a technology for L-Gate Construction.

Why?
Pacifists and other non-conquest empires are very likely to be blocked from pursuing the L-Gates, making those technologies a waste of research points unless you already possess an L-Gate. (I also do not know if the AI is instructed to avoid such pointless L-Gate research.)

What about game balance?
The construction itself would presumably require access to a black hole. If nanite production is available through new technologies, the construction could also cost an ample amount of nanites. The prerequisite technology, L-Gate Construction, would presumably also 1) be gated behind L-Gate Activation, 2) require possession of a black hole, and 3) be a level 4 technology. For comparison, L-Gate Activation is level 3, Gateway Activation is level 4 and Gateway Construction is level 5. This seems reasonable when considering that a) L-Gates are two-way open doors unlike regular Gateways, and b) this means that empires with remnant L-Gates will still have a significant headstart in the race to the L-Cluster.

P.S.
L-Gate Insight should be moved from Engineering to Physics (Particles) or Society (Archaeostudies).
 
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Now that nanite technology is getting a new pass, it would be neat if we also got a technology for L-Gate Construction.

Why?
Pacifists and other non-conquest empires are very likely to be blocked from pursuing the L-Gates, making those technologies a waste of research points unless you already possess an L-Gate. (I also do not know if the AI is instructed to avoid such pointless L-Gate research.)

What about game balance?
The construction itself would presumably require access to a black hole. If nanite production is available through new technologies, the construction could also cost an ample amount of nanites. The prerequisite technology, L-Gate Construction, would presumably also 1) be gated behind L-Gate Activation, 2) require possession of a black hole, and 3) be a level 4 technology. For comparison, L-Gate Activation is level 3, Gateway Activation is level 4 and Gateway Construction is level 5. This seems reasonable when considering that a) L-Gates are two-way open doors unlike regular Gateways, and b) this means that empires with remnant L-Gates will still have a significant headstart in the race to the L-Cluster.

P.S.
L-Gate Insight should be moved from Engineering to Physics (Particles) or Society (Archaeostudies).
I mean, you won't even get the L-Gate techs unless you know L-Gates exist in the first place

so the only time you would waste research points is when one spawns near you but gets claimed before you can get there, or when you are snooping around in other empires rather than staying within your borders
 
I’d rather they keep it ambiguous. I’ve never felt we had to role play the ascensions as state mandated changes. We’re playing the spirit of the nation after all and selecting a tradition represents the culture of our society wanting to change. The situations could be mandatory in authoritarian empires, or it could be a case of the government subsidising access for an enthusiastic population.

It would be a shame if this was thrown out for an explicit forced situation.
As far as Synth and Cyborg Ascensions go they seem to have dropped the ambiguity (for the ascension itself, at least) in favor of giving us policy choices about exactly how forced the process is. According to the last DD, there's a policy to decide whether spiritualists are forced to become full cyborgs or just install the limited amount of cybernetics to interface with society, while the synth ascension has dissent from more than just spiritualists, and lets you decide whether people get a choice in the matter.

I'd guess they're probably going to leave genemodding (and thus Bio Ascension) in general ambiguous for the moment, though. An individual in an otherwise-gene-modded society probably wouldn't strictly need to make that choice in the same way someone in a cyborg or synth society would.
 
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