• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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!
 
Last edited:
  • 117Love
  • 69Like
  • 11
  • 7
  • 7
  • 1Haha
Reactions:
On L-Gates, can we as a non-nanite empire attempt to Trap a nanotechnology empire behind a gate system and throw away the key? Because that would honestly be pretty badass! (Maybe modders will figure this one out.)
 
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
It doesn’t work like that. You can’t just go „but they can pick that too“, because the fact is that ME would now have to pick a certain civic just to regain their status quo.
That is a nerf and quite a heavy one at that.

Removing the small empire sprawl penalty won’t be nearly enough of a compensation.

Or can you now tell me a single game state, where ME‘s would have the definite advantage over organics?
Edit: Let alone the nerf to their society research with all the „new“ life expectancy and habitability techs.
 
Last edited:
  • 4
Reactions:
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.

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.
I see your point, past references to Trade Policies specifically said trade policy with no ambiguity.
"Mutual Aid trade policy allows your empire to reinvest their profits back into the upkeep for your pops." - Dev Diary #310
"Grants access to the Holy Covenant Trade policy..." - image from Dev Diary #275
"Trade League gets access to a new Trade Policy which combines the bonuses of all other trade policies" - Dev Diary #158

"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" - Dev Diary #337
So it more likely is replacing the Civilian/Mixed/Militarized Economic policy or the production policy for Gestalts. Or adding something new.

I just assumed that like the Tade League or Holy Covenant policy it just wouldn't apply to Gestalt empires.
I rather liked the idea of intangible goods for an intangible people. Alas.

I was hoping to have a fun game as a megacorp with lots of commercial pacts to see how broken it could get. Either way I still want to try a virtual megacorp, and to test if it'll be worth building additional Ringworlds or staying really really Tall.
 
  • 4Like
Reactions:
I wonder if the megacorp civic that allows one to be worker co-op with machines changes does their trade policy give energy instead of food, since they don't eat food?
 
  • 1
Reactions:
I wonder if the megacorp civic that allows one to be worker co-op with machines changes does their trade policy give energy instead of food, since they don't eat food?

Since no one has ever picked that civic due to it having day one bugs around it that have never been fixed I don't think it matters :)

however, since lithoid don't get extra minerals from it why should machines get extra energy from it.
 
  • 2
Reactions:
Nine colonies is basically nothing for normal empires. Unless you're playing on low habitables, you should have that many before 2230, and still have the rest of the galaxy to expand to or conquer.

It really is quite restrictive. But being restrictive is presumably the point.
Geez I clearly must be playing wrong because I consider 5-6 planets by 2230 to be a good game.
 
  • 2Like
Reactions:
Since no one has ever picked that civic due to it having day one bugs around it that have never been fixed I don't think it matters :)

however, since lithoid don't get extra minerals from it why should machines get extra energy from it.
I don't generally play megacorps - which civic is it?
 
Wow, so many interesting things in this DD.

- I am stoked to see 3 distinct ascension paths for machines. Ascensions are my favorite part of Stellaris, and this dlc doubling down on them is simply amazing
- Virtual ascension path seems to me that it will fulfill my wildest tall fantasies. I will build an empire of virtually manned ring worlds and ecumenopolis!
- Not a fan of machines becoming more generic. I mean, I kind of get it when applied to individualist machine empires, but the whole "machines aging" kinda mess with my headcanon, not to mention that perfect habitability was one of the defining characteristics of robots. Well, I guess I will get used to it at some point.
- Also, gestalt machines seem greatly inferior to their individualist counterparts. I hope they have some kind of unique advantage
- Gotta love flavor traits, and machine trait rework. Hope to see something similar for organic species at some point too
- And yet again, damn, does virtual ascension look amazing. I would love to hear more about the other ones, but so far, it is my favorite thing in Stellaris ever
 
perfect habitability was one of the defining characteristics of robots.
I never understood why machines have Perfect habitability. Maybe perfectly designed to specific environment, but generał build perfectly designed for every climat? That was always bad from both mechanics, it was too op, and realism that shallow some immersion.
 
  • 4
Reactions:
Geez I clearly must be playing wrong because I consider 5-6 planets by 2230 to be a good game.
I think my perception of "normal" may be skewed by always playing with one empire removed (slightly less contention for systems).

But the point is that you should get to 9 fairly early. It's not some expansive late game empire, it's just... a basic early/mid game empire that hasn't done any conquest or stretched across the galaxy.

"Merely 9" is, indeed, pretty small. Being stuck with only 9 (at most) or 7 (preferably) is small.
 
I think my perception of "normal" may be skewed by always playing with one empire removed (slightly less contention for systems).

But the point is that you should get to 9 fairly early. It's not some expansive late game empire, it's just... a basic early/mid game empire that hasn't done any conquest or stretched across the galaxy.

"Merely 9" is, indeed, pretty small. Being stuck with only 9 (at most) or 7 (preferably) is small.
I… uh… usually have three.
 
At the start? Or at the end? I play on default habitables, so games usually end with 100 or 200 colonies (though past a certain point, 90% of those are breeders for the ecus/ring worlds).
At the end. 4 or 5 if I get lucky
 
It depend on how mamy habitable planets are on a galaxy. I often play with settings, where whole galaxy cointained 30 habitable planets... So its hard to find and colonize 9 in early game with 9 other empires
 
I never understood why machines have Perfect habitability. Maybe perfectly designed to specific environment, but generał build perfectly designed for every climat? That was always bad from both mechanics, it was too op, and realism that shallow some immersion.
When it was only for machine intelligences and before the 2.0 economy rework it was easier to just tune the machine authority to balance around that.

Obviously, individualist machines would be completely broken with perfect habitability and immortality, but I fear gestalt machines (who are taking a real nerf here) will get left behind.
 
  • 2
Reactions:
It doesn’t work like that. You can’t just go „but they can pick that too“, because the fact is that ME would now have to pick a certain civic just to regain their status quo.
That is a nerf and quite a heavy one at that.
The most recent dev video says you can start assembling robots with different habitability traits right from the start. So it will involve a small amount of planning and micro to make sure you're building the right kind of machines for the planets where you need job slots filled.
 
  • 2
  • 1Like
  • 1
Reactions:
The most recent dev video says you can start assembling robots with different habitability traits right from the start. So it will involve a small amount of planning and micro to make sure you're building the right kind of machines for the planets where you need job slots filled.
Which is still a nerf down to 75%. Or in other words 25% increased upkeep, 25% more ammenities neeeded and 12,5% less resources produced.
 
Which still makes robots better and different than biologicals

Also it's hardly an issue to nerf overperformers who even in the hands of the oh so infamous AI can reliably become strong powerhouses
 
  • 4
Reactions: