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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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Virtual ascension reminds me of Soma... Its sad and tragic
 
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I love it. A new ascension path that reduces a huge chunk of the planet micro-management.....and then is designed around having only 4-5 planets where the micro isn't that bad. :)

I lam 100% on board though. I mean come on, you don't have to worry about housing or unemployment and all jobs are filled as soon as a building or district is built. I've been arguing for that to be the base economic system since the tiles went away. This will be a definite purchase for me the day it comes out. I'm going to miss the shroud, but this will become my new favorite ascension path. I've got to start thinking of a build that will allow virtual ascendancy as quickly as possible.
 
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I love it. A new ascension path that reduces a huge chunk of the planet micro-management.....and then is designed around having only 4-5 planets where the micro isn't that bad. :)

I lam 100% on board though. I mean come on, you don't have to worry about housing or unemployment and all jobs are filled as soon as a building or district is built. I've been arguing for that to be the base economic system since the tiles went away. This will be a definite purchase for me the day it comes out. I'm going to miss the shroud, but this will become my new favorite ascension path. I've got to start thinking of a build that will allow virtual ascendancy as quickly as possible.
It does look fun but glad they relegating this to an ascension path. Making this the "base" economic system would have been a very bad choice in my opinion. Not only would it just encourage mass expansion and constant aggression but it would have broken the balance of the game and made no "sense" in game (pops do not pop into being just because someone has a job offer.
 
If virtual automatically creates new pops for jobs, why is it being coded to also add more jobs? Wouldn't this be the perfect instance to halve the number of jobs and just apply a multiplier to all output/upkeep/empire sprawl modifiers for the pop? Doing it by adding more jobs is adding lag for something that is literally unneeded.
 
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If virtual automatically creates new pops for jobs, why is it being coded to also add more jobs? Wouldn't this be the perfect instance to halve the number of jobs and just apply a multiplier to all output/upkeep/empire sprawl modifiers for the pop? Doing it by adding more jobs is adding lag for something that is literally unneeded.
Oh no, five planets of lag, the horror

If you manage to make the game lag because of a virtual empire you either let an AI empire grow way too big (which is questionable because the upkeep modifiers would kill them for sure) or you are not playing the ascension as it should be played in which case you have no one to blame but yourself

Sure, montu did the math and proved that it technically can be wide and profitable, but lets be realistic, you would put way too much effort into mitigating the penalties when you could just stay small and not have penalties in the first place
 
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Oh no, five planets of lag, the horror

If you manage to make the game lag because of a virtual empire you either let an AI empire grow way too big (which is questionable because the upkeep modifiers would kill them for sure) or you are not playing the ascension as it should be played in which case you have no one to blame but yourself

It's not my job to stop Paradox AI from ruining their own game, and I can play however I want. Both of your arguments are stupid, it's Paradox's job to ensure their game performs well and there's no reason to spawn extra pops that accomplish virtually (heh heh) nothing.

Let's also not forget that even if we play tall there are builds that have hundreds if not thousands of pops on a single colony.
 
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It's not my job to stop Paradox AI from ruining their own game, and I can play however I want. Both of your arguments are stupid, it's Paradox's job to ensure their game performs well and there's no reason to spawn extra pops that accomplish virtually (heh heh) nothing.
but if you're actively making the game lag by going extremely wide then it's not paradox's fault
and I doubt any AI could even go for virtual ascension without dying in brutal civil wars when the pop upkeep catches up to them and wrecks their economy, at that point they will be ripped apart by their neighbors anyways, so unless you actively interfere and protect them there should never be a virtual AI that makes your game lag
 
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but if you're actively making the game lag by going extremely wide then it's not paradox's fault
It is absolutely paradox's fault. They designed the game.

and I doubt any AI could even go for virtual ascension without dying in brutal civil wars when the pop upkeep catches up to them and wrecks their economy, at that point they will be ripped apart by their neighbors anyways, so unless you actively interfere and protect them there should never be a virtual AI that makes your game lag
You are forgetting that GA AI has +100% production as a baseline which only goes up as they get tech bonuses that are also doubled. Upkeep is an absolute joke for AIs.
 
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If this DLC is adding variations of the ascensions, I wonder if we will get similar for the other ascension paths, or new ascension paths. "Virtual" is close to "energy being" in some ways, but I would like an actual energy being path, and splitting psionics into 3 would let one be "shroud psychics" etc, one be energy beings, and perhaps a third one be turning into a hive mind or something?
Not really sure what genetic ascension would turn into. Clone focus vs adaptability focus i guess?
 
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It is absolutely paradox's fault. They designed the game.
If you've ever seen a video of LetsGameItOut tormenting a poor game, you know that doing dumb things that break a game or its performance is something that can not be prevented.
The devs are only responsible if the game is played any variation of "normal"/intended and should not completely break apart upon a slight deviation from that.

If a player decides to commit horrifically insane acts upon their creation for which it has never been made, they are not responsible for it functioning properly.
 
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So many good choices to choose from.

A driven assembler of board games.

A cybernetic company preaching the gospel of the masses

I have like 5 factions I want to make after the update and need to decide which one I want to play first.
 
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An additional 0.1 energy per planet is a pretty expensive joke

Especially with a -75% production modifier
Lategame AI will have about 300% production output as a baseline for energy. Virtual would take that to 225%, in exchange for (at least?) 1 extra job per district and filling all jobs immediately. You'd need like 50 planets to start making that energy upkeep matter.

If you've ever seen a video of LetsGameItOut tormenting a poor game, you know that doing dumb things that break a game or its performance is something that can not be prevented.
The devs are only responsible if the game is played any variation of "normal"/intended and should not completely break apart upon a slight deviation from that.

If a player decides to commit horrifically insane acts upon their creation for which it has never been made, they are not responsible for it functioning properly.
Using an ascension path paradox added isn't playing the game in an unintended way at all. Do you think taking xeno-compatibility is playing the game an in unintended way? Because that similarly lags the game and is an example of poor paradox design to the point where there's now an option to disable it.
 
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I have a question for the developers

Will any of the upcoming changes to machine empires allow you to have an empire of organics led instead by a singular, immortal AI? Sort of like Helios from Deus Ex or similar ideas?
 
Using an ascension path paradox added isn't playing the game in an unintended way at all. Do you think taking xeno-compatibility is playing the game an in unintended way? Because that similarly lags the game and is an example of poor paradox design to the point where there's now an option to disable it.
With Xeno-Compatibility you have somewhat of a point, but using the Virtual Ascension for wide+tall(?) in a horrible abomination of inefficiency to create 100k pops is clearly not intended - or smart.

But this is a sandbox game - you can never prevent children from eating the sand. Unless you guide their hands and monitor all their movements, which inherently takes away the core idea of playing in a sandbox, they always might have the idea to eat the sand. Usually they'd only do it once, but some kids are different, i guess.
The demand that the sand be edible is a bit absurd to me.
 
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Um, I don't know about this free "origin trait" on machines.
It feels to close to the old "Aquatic" trait that gave more ship hull (IIRC ) just because.

If individualistic machines have a +5% minerals or -2% upkeep built-in for free, access to most "biological pop" civics etc, there's little difference between then besides machines being plain better.
 
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Um, I don't know about this free "origin trait" on machines.
It feels to close to the old "Aquatic" trait that gave more ship hull (IIRC ) just because.

If individualistic machines have a +5% minerals or -2% upkeep built-in for free, access to most "biological pop" civics etc, there's little difference between then besides machines being plain better.
They also have slightly worse habitability, 75 as opposed to 80, and from what I heard robot assembly is infamous for being slower than actual pop growth?