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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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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 that point it's surely better to have many of the breeder colonies owned by someone else, so they aren't suffering from your increased growth costs and you aren't paying all the sprawl. Or are you including colonies owned by subjects?

If you go for Virtuality ascension, you don't need breeder colonies, so we can cut that down to 10-20. Then the ascension grants more districts per colony and more jobs per district, which could mean let's say 2x capacity per colony. So I suppose it is just about plausible you could replicate the economic power of your current late-game empire with the new ascension. However, it would be one of the latest transitions of any ascension, since you'd want to already have Ringworlds online before you start it (without Ringworlds I feel like fitting in enough Researchers would be a major struggle, even with the high sprawl efficiency), and being able to 10x ascend every colony is also a big deal if you're going this tall.
 
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
First three planets are actually better for organics now, as they get 80% on their climate.
Also „overperformers“? Really? Feel free to nerf Assimilators, or servitors, but base ME‘s are already bad.
 
At that point it's surely better to have many of the breeder colonies owned by someone else, so they aren't suffering from your increased growth costs and you aren't paying all the sprawl. Or are you including colonies owned by subjects?
It is objectively better to have vassals hold them instead. But I tend not to actually do it: vassals completely break several core balance mechanics (and give the player difficulty bonuses, defeating the whole point) so they usually feel like cheating.

If you go for Virtuality ascension, you don't need breeder colonies, so we can cut that down to 10-20. Then the ascension grants more districts per colony and more jobs per district, which could mean let's say 2x capacity per colony. So I suppose it is just about plausible you could replicate the economic power of your current late-game empire with the new ascension. However, it would be one of the latest transitions of any ascension, since you'd want to already have Ringworlds online before you start it (without Ringworlds I feel like fitting in enough Researchers would be a major struggle, even with the high sprawl efficiency), and being able to 10x ascend every colony is also a big deal if you're going this tall.
10-20 colonies is past the point where you'd be better off with some other ascension, though.

Let's say it does a hive-ish thing and gives you 50% more pops per district (and building).

Some napkin math with guesses:

20 colonies will be burning 3 energy per pop, and your technicians will be taking -75% (guestimate, 20 energy), so 15% of your pops are just tech drones. Each colony has the capital and 9 evaluators (around 50 spare amenities), so past the first 50 drones you'll need 1/5 doing maintenance (call it 10%, total). So you've got 20 planets with (100?) pops each, only 75% of which represent a normal economy, with -75% output.

Say normally you get +100% to all jobs. And without virtual, you'd have 1/3 as many pops and pops per colony, but you can cover all their amenities with just the capital and evaluators.

Virtual has 1500 normal economy pops with a 25% bonus (1875 pops, but weaker because it's menial heavy). No ascension has 666 normal economy pops with 100% (1333 pops of output, but complex drone heavy). Current Synths has 120% bonus (~1400 pops of output). And virtual has double the empire size (and again is menial drone heavy).

Synths will also eventually fill up to fill the rest of the slots, until you get to half as many pops per colony.

A miner with 220% (8*2.2=17.2) supports roughly 1.11 fabricator (14*1.1=15.4). But with only 125% (10), it's 0.64. So the bonus to Synths is even bigger than the above suggests because they'll be more complex heavy. At least, until Virtual gets everything ascended (which, with double empire size, might be a while).

Virtual sounds like it could go beyond the minimum colonies it tries to lock you in to (as in, you won't die if you extend to 30+ colonies), but you shouldn't. You'd be better off with another ascension.
 
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At that point it's surely better to have many of the breeder colonies owned by someone else, so they aren't suffering from your increased growth costs and you aren't paying all the sprawl. Or are you including colonies owned by subjects?
How do breeder colonies work if owned by someone else? In other words, how do you get pops from your vassals to your ECUs and ringworld?
 
How do breeder colonies work if owned by someone else? In other words, how do you get pops from your vassals to your ECUs and ringworld?
You integrate and re-release them after 40 years or so, using the influence they gave you with their Ministry of Truth in the mean time.

Or you just release them and accept not getting more pops, and take the reduced empire size/research taxes instead.
 
It is objectively better to have vassals hold them instead. But I tend not to actually do it: vassals completely break several core balance mechanics (and give the player difficulty bonuses, defeating the whole point) so they usually feel like cheating.

Yeah, vassal stuff is still overpowered, and the way you get extra resources from taxes due to "difficulty" modifier definitely feels like a cheat. Releasing those colonies entirely and just farming the pops with Nihilistic Acquisition is still cheesy, but then the pop growth rules themselves are very artificial, so I don't know what a "legitimate" solution is here.

10-20 colonies is past the point where you'd be better off with some other ascension, though.

I mean you could plausibly have 5-7 ish colonies with the same overall economic power as a non-Virtual empire that has 10-20 productive colonies. A lot depends on the numbers of course, but surely Virtuality has to offer much more of a capacity increase per colony than what Hive Minds get (if it's +50% districts and +50% jobs per district, that's already more than double the total capacity). Rogue Servitors are probably best placed to take advantage if they can make really huge colonies.
 
It doesn't really matter how many planets you have before ascension as long as you have a stockpile of resources and are willing to abandon most of your (now) useless colonies
 
I mean you could plausibly have 5-7 ish colonies with the same overall economic power as a non-Virtual empire that has 10-20 productive colonies. A lot depends on the numbers of course, but surely Virtuality has to offer much more of a capacity increase per colony than what Hive Minds get (if it's +50% districts and +50% jobs per district, that's already more than double the total capacity). Rogue Servitors are probably best placed to take advantage if they can make really huge colonies.
This is the point, though. Virtuality with 20 colonies is silly; you should instead stay with 5-7.

But then you're swapping from "Virtuality lets you cut those 100-200 colonies to 10-20 productive ones" to "Virtuality lets 5-7 colonies compete with another ascensions 10-20". Both are true, but it doesn't let it compete with another ascension's 100-200.

Also: once you get to this point in the game, all things become irrelevant compared to the question of how much you're willing (or not) to exploit vassals.

And all this is wild guesswork based on "more districts" and "more jobs per district".

It sounds quite good. It will undoubtedly be a research powerhouse. I just don't think it's going to be busted and invalidate all other paths (unless they go with something truly absurd, like doubling districts and doubling jobs, so that 7 colonies gives the same as 28).
 
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First three planets are actually better for organics now, as they get 80% on their climate.
Also „overperformers“? Really? Feel free to nerf Assimilators, or servitors, but base ME‘s are already bad.
The 2nd and 3rd planet (not including the first) are worse for machines by 5%. But 2/9 planets you find will be be better by 15%, and the rest will be better by 30% (though this last one gets eroded down to 5% as you pick up habitability techs, if it's just minimum habitability).

And tombs get 50%. That makes the occasional tomb world you find only 10% worse than what organic empires would get for near-matches (tropical worlds for continental preference at 60%, for instance).
 
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Well I'm glad they understand the needs of "meat" folks, wasn't sure considering they can't theorise about psionics (no dimensional fleet :( ) at the moment, figured they weren't programmed for stuff they can't use themselves lol, looking forward to playing so many new empire builds
 
Yeah, it was unclear.
  • You gain additional districts, as well as extra jobs from districts
Man, and here I was looking forward to additional districts from districts:(

On a serious note, what happens to Organic empires that go for Synthetic Ascension? Will they also choose from Virtual, Nano etc, or will they not get to choose but have other bonuses to make up for it?
 
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.
Habitability is a thing for squishy organics, the perfection of metal does not need to care about things like illnesses or fertility rates (or at least, that was how I personally interpretated low habitability penalties regarding higher consumer goods & amenities consumption and penalties to growth).

Not to mention that it was the only empire with such characteristics (colonize anywhere from the start of the game, at the price of higher sprawl), setting it quite apart from organic hiveminds. With this latest update machine gestalts are going to become extremely weak too, I fear.
 
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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?
I bet the pops are just managing drones who do the physical labor.
 
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.
The difference is lithoids can use the minerals for food, thematically it makes no sense for robots to hand out food or minerals to feed its people. Now do I think lithiods should just get minerals sure. Last time I used the civic it worked just fine.
 
I mean, if you want energy then just use the default trade policy

or what? do you want to get 0.5 energy plus 0.2 energy per point of trade value? XD
 
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I mean, if you want energy then just use the default trade policy

or what? do you want to get 0.5 energy plus 0.2 energy per point of trade value? XD
we could have individual robots and lithiods get 0.5 energy, 0.2 minerals, 0.2 consumer goods, which would fit more thematically. But you could make it 0.7 energy and 0.2 minerals.
 
Well, consumer goods are given by yet another trade policy

And unless you're running genociders or go REALLY out of your way to never have any xenos food would still have some uses
 
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.
It might actually be an interesting challenge run to convert the whole galaxy into your server mega-cluster.
The more you progress the harder it gets. Would probably be difficult even on Cadet difficulty if you get 0.1 energy upkeep per pop per planet and are locked with -75% output.
 
Might be just me but i feel like the fact that virtual ascended empires immediately get hit with debuffs kind of seems to hit it big time. Feel like maybe have a "network capacity" of 5 planets before the debuffs start to hit, heck if you think that makes them too op double the debuff, so three worlds over the capacity and you lost the 150% bonus already and do not give means to increase the network beyond that (or in a highly limited way). But overall really excited for this, would have prefered a bigger change to the ships from the nanites ascension but i can understand why.