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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.219
40.581
www.paradoxplaza.com
Hello Stellaris Cube-munity!

Today’s dev diary looks at the civics and “kilostructures” in The Machine Age, as well as looking at a 3.12 “Andromeda” feature - Auto-Modding.

As with all of our previews, some of this is still in development, so there are still some placeholder icons and some details may still change before release. (Which is good, since it lets us incorporate some of your feedback.)

The Civics of The Machine Age​

civics.png

Let’s go through each of the new civics that are coming in The Machine Age in detail.

Guided Sapience civics​

The Guided Sapience civics focus on coexistence with natural or created pre-sapient species and the environment around them. Their homeworld and Genesis Ark colony ships uplift some of the most promising local wildlife to pre-sapient status, creating a Genesis Preserve that increases Society Research and Unity.

The bonuses from the Genesis Preserve are doubled on Gaia worlds.

genesisguides.png

Not listed in these screenshots, but other “hostile” civics like Devouring Swarm and origins like Necrophage are also excluded from these.

Natural Design civics​

While other empires seek to improve themselves through genetic modification or through ascension, others are quite certain that they are already at the apex of evolution.

naturaldesign.png

02_INSULT_CLOTHES:0 "Behold the [From.GetSpeciesAdj] form, glorious and bared for all to admire. Contrast with the paltry [Root.GetSpeciesNamePlural], cowering under their layers of cloth, knowing that the world does not want to see their sad frames."

Obsessional Directive​

In 2003, human philosopher and professor Nick Bostrom created a thought experiment about the potential existential threat an artificial general intelligence could pose even if given seemingly harmless directives.

Nick Bostrom said:
Suppose we have an AI whose only goal is to make as many paper clips as possible. The AI will realize quickly that it would be much better if there were no humans because humans might decide to switch it off. Because if humans do so, there would be fewer paper clips. Also, human bodies contain a lot of atoms that could be made into paper clips. The future that the AI would be trying to gear towards would be one in which there were a lot of paper clips but no humans.

Available to gestalt machine intelligences, Obsessional Directive lets you enjoy faulty programming that drives you to produce ever increasing numbers of useless Consumer Goods... At any cost.

obsessional.png

Object permanence is not necessarily one of your strengths.
The directive was to acquire the consumer goods, now that you’re done, there’s nothing preventing you from digging them back up again.

If you meet or exceed your quota, you will have options regarding what to do with your stash of office supplies, toasters, handheld electronics, or whatever other form you imagine your Consumer Goods take. Until you make friendly contact with other empires you will only have the option to create a Spire of Commodities, but later on you could trade them away for various resources. Most of your consumer goods will be removed, but the reward will scale with the amount that you produced.

Failing to meet your quota will result in a bit of a breakdown until your new, lower quota is met. On the other hand, the experience of failure does unlock a new “direct to Consumer Goods” purge type to make it easier to achieve your next goal. (Determined Exterminators start with this purge type unlocked.)

Diplomatic Protocols​

In The Machine Age, gestalt Machine Intelligences will also be getting their own variant of the diplomatic civics.

diplomatic.png

The other diplomatic civics have also been buffed to match the Diplomatic Protocols.

Tactical Algorithms​

Some machines were designed to study war in all its forms.

tactical.png

How about a nice game of chess?

These gestalt Machine Intelligences can create Mercenary Enclaves (if the game host has Overlord), have immortal Commanders, and gain military benefits from getting the opportunity to study the strategy and tactics of other empires.

Augmentation Bazaars​

At the Augmentation Bazaars, you can build a better you, and all it will cost is an arm and a leg.

augmentation.png

Now I’ll let @Gruntsatwork talk about some new space structures.

Dyson Swarms​

The path to a Dyson Sphere of your own is long and arduous, filled with empty building platforms and non-functional intermediate stages, or at least, it used to be.

Fresh with the Machine Age, we are introducing the Dyson Swarm, a predecessor and proof of concept for your Dyson Sphere plans. By putting many small satellites into orbit around a star, you can collect some of its output and enhance your research capabilities. But Paradox you say, we don’t get research from Dyson Spheres. Correct, but you do get it from Dyson Swarms, IF you place them correctly.

Dyson Swarms function slightly differently than Spheres. Instead of producing energy all on their own, they amplify whatever resources their star produces, up to 30 times. Yes, that delicate little 3 energy star will now produce 90 energy and if you were to put it on a 3 physics star, that would be a decent 90 physics research from 1 star.

And if you get really lucky and have an event spawn an even rarer resource on a star? Go right ahead, collect it all.

1712134703732.png

So swarmy.

But with all that said, there are certain restrictions on building Dyson Swarms. Those restrictions exist for a simple reason. You can upgrade one of your Swarms directly into a Stage 2 Dyson Sphere, for those juicy 1000 energy per month.

That is why you may not build Swarms around Black Holes, Neutron Stars nor upgrade them past Swarm state in systems with thriving colonies.

The Arc Furnace​

For our second new Kilostructure, allow me to introduce the Arc Furnace to you. A splendid planet-based megastructure, meant to help you alleviate your industrial needs.

Just like the Dyson Swarm, to get the most out of your shiny new Arc Furnace requires a bit more effort than merely finding a molten world and putting it down. Instead of producing resources itself, it allows you access to more of the systems resources.

In less flowery language, that means at each stage, the Arc Furnace will create deposits on every planet or asteroid in the system. First 1 Mineral deposit, then another 1 Mineral deposit. Third 1 Mineral and 1 Alloy and for the final and fourth stage, 1 more Alloy deposit.

This gives you a total of 3 Minerals and 2 Alloys on every planet or asteroid in the system, however, in addition to the deposits, the Ard Furnace also makes mining in general more effective in the system, which manifests as a small bonus to your mining station output, at the final stage a measly 100%.

So to get the most out of your Arc Furnace, you want to find molten worlds in large systems, with plenty of planets and asteroids.

1712134835326.png

Hot.

Both of those Kilostructures will become available in the early midgame, hopefully around the time you start to feel the constraints on your expansion as borders solidify and you begin to get cut off from the resources you desperately need.

Now in contrast to most Megastructures you are not limited to merely 1 of each, however, unlike Relays and Gates they have some limits. You will unlock the capacity to build 5 of these in total, spread out through the relevant technologies (6 for Arc Welders)

Species Auto-Modification (“Auto-Modding”)​

I’m back now to talk about Auto-Modding. No, we’re not automatically updating your outliner mod for you when an update releases. (Sorry modders!)

Biological and Cybernetic Ascensions were particularly vulnerable to being very micromanagement heavy playstyles. You had a lot of power available to you if you adjusted, tweaked, and applied various species templates to your pops. This was effective, but very time consuming and often tedious.

With the 3.12 “Andromeda” update, we have introduced a new class of traits that will, over time, replace themselves with temporary versions of other traits based on the job the pop is currently filling. For example, a Machine pop filling a Farmer job will eventually have their Adaptive Frames change to replicate the Harvesters trait, and if they move to a Mining job they’ll eventually switch to mimicking Power Drills.

AutoMod traits have a defined list of available traits to choose from for each trait, and one pop per month will adapt to their jobs, modified by buildings like the Robot Assembly Plants or Gene Clinics.

automod.png

AutoMod traits exist for Mechanical (Adaptive Frames), Biological (Vocational Genomics), Cybernetics (Universal Augmentations), and Overtuned Traits (Fleeting Excellence).

Vocational Genomics becomes available with the Targeted Gene Expression technology, and the others are immediately available once you have access to the appropriate category of traits.

We recognize that these traits are extremely strong, but the quality of life benefits of having your pops modify themselves to fit their jobs is very high. As such, Auto-Modding and the associated traits are part of the free 3.12 “Andromeda” release.

Traits can now be categorized into normal/cyborg/robotic/psionic/advanced_genetic/overtuned.

Here’s the script for the biological auto_mod trait:
Code:
trait_auto_mod_biological = {
    cost = 3
    auto_mod = yes
    category = normal

    allowed_archetypes = { BIOLOGICAL LITHOID }
    initial = no
    randomized = no
    species_potential_add = {
        hidden_trigger = { exists = from }
        from = {
            has_technology = tech_gene_expressions
        }
    }
    species_possible_remove = {
        always = yes
    }
    species_possible_merge_remove = {
        always = yes
    }
    potential_crossbreeding_chance = 1.0
    slave_cost = {
        energy = 1000
    }
    assembly_score = {
        base = 2
    }
    custom_tooltip_with_modifiers = automodding_trait_biological_tooltip
}

Traits themselves should also include a category if you want them to be included as auto_mod possibilities:
Code:
trait_agrarian = {
    cost = 2
    category = normal
    species_possible_remove = {
        can_remove_beneficial_genetic_traits = yes
    }
    species_possible_merge_remove = {
        always = yes
    }
    potential_crossbreeding_chance = 1.0    # 1.0 = 100% chance of being considered for new traits when forming half-species. does not guarantee the trait will be added if it costs points.
    allowed_archetypes = { BIOLOGICAL }
    modifier = {
        planet_jobs_food_produces_mult = 0.15
    }
    slave_cost = {
        energy = 500
    }
    assembly_score = {
        modifier = {
            add = 1.5
            from = { has_farming_designation = yes }
        }
        modifier = {
            add = 0.5
            from = { has_rural_designation = yes }
        }
    }
}

Jobs themselves need to have a list of traits associated with them. We’ve created a number of inline scripts to handle these.

So our farmer job has the following inline script at the end of the script block:
Code:
inline_script = "jobs/automodding_priority_food"

Which expands into:
Code:
auto_trait_prio = {
    #Farmers
    trait_agrarian
    trait_farm_hands
    trait_robot_harvesters
    trait_cyborg_harvesters
}

Next Week​

Next week we’ll explore the new End-Game Crisis that’s coming in The Machine Age.

See you then!
 
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A question about this, will this stack, or conflict, with the non-automodding version of the trait?

For instance, will a robot with Adaptive Frames and Power Drills produce +30% minerals, +15% from each trait? Or will it be just +15%?

And what about jobs that produce more than one resource, such as Evaluators (unity + amenities) or Farmers with Bio Reactors on the planet (food + energy)?

Will the trait only adapt for the "main" resource, or for both, giving the pop the effects of both Harvesters and Superconductive?

If they have Power Drills, Adaptive Frames can't apply Power Drills.
 
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Obsessive Directives looks quite fun and inventive, so kudos for that!
Auto-modding also seems amazing

Does the Augmentation Bazaar have a criminal corp equivalent?
Criminals will be able to build the new Augmentation Bazzar building and find it generating a healthy amount of crime on the target planet.

It's not very clear as what "commanders stationed outside the empire" means. mercenary enclave leader? traded to overlord? or are they now able to sell/lend commanders to anyone?
They are able to sell their special commanders to other empires.
 
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A question about this, will this stack, or conflict, with the non-automodding version of the trait?

For instance, will a robot with Adaptive Frames and Power Drills produce +30% minerals, +15% from each trait? Or will it be just +15%?

The emulated trait counts as the trait itself. The lists of traits to emulate in a job can include several different viable traits in priority order, so we might want to go with Power Drills, but have it use something else (like reduced Amenity usage) as a fallback.

And what about jobs that produce more than one resource, such as Evaluators (unity + amenities) or Farmers with Bio Reactors on the planet (food + energy)?

Will the trait only adapt for the "main" resource, or for both, giving the pop the effects of both Harvesters and Superconductive?

The assignment lists are set up per-job, so we (or modders) can choose what they want to be emulated by someone filling a particular job. (We used inline scripts to simplify it, but it's not mandatory to do so.)

does diplomatic protocol allow pacify crystal and amoeba

Not yet, but it probably should be treated as "values others" like Empath.

...Which might do some interesting things to the Assimilators, but we'll see if that's weird or "emergent narrative".

So once a automod trait has been adjusted (because the pop is working a mining job) and i later switch that pop to a researcher job on aiddrent planet. Will the pop adjust again?

Yeah, it'll have the fake mining trait for a little while before it gets around to the gene clinic to replace it with something more appropriate for its new job.
 
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Answering the questions I can:

So once a automod trait has been adjusted (because the pop is working a mining job) and i later switch that pop to a researcher job on aiddrent planet. Will the pop adjust again?

Yes, but it'll take time.

How many points do the automodding traits cost?

Vocational Genomics and Adaptive Frames cost 3 points.
Universal Augmentations and Fleeting Excellence cost 2 points with the standard cyborg energy upkeep or overtuned lifespan reduction respectively.

Do Genesis Arks still actually establish colonies (which your Pops can live on) as well as giving the planet +3 pre-sapients?

Should do, yes

Does the Augmentation Bazaars Civic start with the Cybernetic Auto-Modding feature for your species?

Nope

I hope you've got more ideas for Kilostructures in your back pocket, because this is cool and fun.

We have more ideas than we have time

Why does the Hive version of Natural Design block Teachers of the Shroud origin? That implies Hives can use that origin normally, without the civic. Is that a copypaste error or are you trying to scare me.

Copy/paste error, already fixed!

So if i understand correctly auto-modding will use triggered modifiers to mimic trait in question?

Nope, no triggered modifiers here - it's all done in code.

Does the quote increase each time you manage to meet it?

Yes

If so, does failing to meet it scale you back one cycle, or does it start from scratch?

Sets you back one step

Are the presapient always randomized or are they like secondary species you get to make during Syncretic Evolution civic?

Randomised

Will the special buildings increase the speed of auto-modification of pops?

If the planet owner has unlocked cybernetic ascension.
 
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Do Genesis Arks still actually establish colonies (which your Pops can live on) as well as giving the planet +3 pre-sapients?

Yes. It adds a deposit to the planet to represent the Genesis Preserve.

I'm intrigued as to what the rewards will be for Gestalt Machines with this Civic producing all of those consumer goods. Why else would a Gestalt Machine need with CGs? What will they do with them? Oh what a mystery!

Meeting the quota is a reward in itself!

During the playtest sessions, I played a very, very broken Rogue Servitor with Obsessional Directive, and steadfastly refused to trade away any of my Consumer Goods, building Spires of Commodities everywhere. I was absolutely swimming in Unity, but it was such a bad, but fun idea.

My favorite moment was when the randomly selected planet for the Spire was a molten world. It really showed my lack of object permanence and defective programming. "Yeet it into the lava planet!"

Why does the Hive version of Natural Design block Teachers of the Shroud origin? That implies Hives can use that origin normally, without the civic. Is that a copypaste error or are you trying to scare me.

Copypasta unless the CDs were up to something while I wasn't paying attention.

A few more questions about Obsessional Directive:
- Does the quote increase each time you manage to meet it?

Oh yes.

- If so, does failing to meet it scale you back one cycle, or does it start from scratch?

Scales back one cycle at the moment.

- Which types of pops can be purged for CG? Any, only sapient, only organics, or something else?

Currently anything can be turned into paperclips.

Actually, at this particular moment in time we have a teeny tiny minor bug with it where failing a quota automatically turned it on for every species in your empire including your primary species, but that's not intended.

- I'm reminded of the Despoilers or something that can raid another Empire for resources, can they do something like that but for CGs?

We don't have that currently, but it's an interesting idea. (Probably out of scope right now, but I'm putting it on the Custodian ideas list.)

I love the Obsessional Directive. That is the dumbest thing in the game and i MUST play it.
There are so many things in the universe that are not yet paper clips. A grave wrongful circumstance that must be amended at any cost.

It's legit my favorite civic in the game.
 
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Inherent Perfection + Inwards Perfection = Perfect Perfection

Oops. We renamed it back to Natural Design because of Inwards Perfection, and I corrected it in one place but left the old detailed tooltip.

They're Natural Design and Innate Design. No Perfection. :D
 
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So it pulls modifiers from traits itself as listed in prio list? Nice.

Can you change that rate with techs or traditions? 1 per month is nice for early game, but for mid/late game on planet with dozens of pops, its kind of slow.

Gene Clinics, Augmentation Centers and other buildings increase the automodding rate locally.
 
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Why isn’t tactical algorithms compatible with determined exterminator? I understand part of it is giving your leaders to other empires, but I feel like those would go great together.
Really get that HAL-9000 feel
No one forbids you from taking it with become the crisis :p
So Rick the Cube is gonna be in this DLC, right? Right?
Wrong :c

Questions regarding Natural/Innate Design (very excited to try this, I don't think I'll be able to play until I can get my hands on this!):

Will events be able to modify our species with special traits, like Social Pheromones, Brain Slug Host, and such? What about Plasmic or Bloomed, with their on-demand nature?

Will the Genomic Services Center be upgradable later down the line, like with the Strategic Coordination Center in Relentless Industrialists?

Will genetic techs still pop up: the ones that add additional trait points or the ones that allow uplifting? If they do pop up, do they give different effects, or are they useless/ignorable?
I believe events can still modify your species.
 
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Is there an upper limit to the Tactical Insights modifier? Do Machine Mercenary enclaves have unique flavoring, and do users of Tactical Algorithms have ways of further increasing their Mercenary cap?
I'm told there is a limit at 10 commanders.

Machines can get additional mercenaries from the galcom, the lord of war AP, and of course, by conquering a system with an enclave.

Their advanced personality matrixes enable to perfectly replicate the sleazy corporate experience that you would get from a meatbag mercenary enclave.


I like the idea, but the Arc Furnace looks a bit weak to me in most situations. So you get some extra mineral and alloy deposits and +100% mining station output, great, but the upkeep is 100 energy? That's going to need a fairly good star system to even pay for itself in upkeep costs, never mind how much it cost to build. Throw in the fact that they're capped per empire, and it feels like the overall impact on your economy is going to be fairly limited. Also, if we're going to be capped like this, I hope we at least have the option to dismantle and rebuild Arc Furnaces and Dyson Swarms as we find better locations for them.
My experience was that popless production of significant amounts of minerals and resources is proving extremely valuable, and allow you to focus your planets on other high value commodities.
 
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When you say "pops in Augmentation Bazaar civs get a random basic trait," do you mean that every pop will have the same random trait? Or that each pop will have a different random trait?

Because the latter is slightly annoying, but the former is an incredibly obnoxious and bad idea. Please, for the love of Cyborg Jesus, don't do it that way.

Your species starts with a random cyborg trait (and that trait doesn’t use any trait points/picks)
 
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As far as i got from the Devs answers the auto trait cost both a slot and trait points, and can only emulate a single trait each time with a priority list based on the job.
But there is no mention about being possible or not to have several auto traits at same time.

You can stack multiple auto-mod traits on the same species - so an Overtuned empire with Cybernetic ascension can stack the genetic, cybernetic and overtuned auto-mod traits
 
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Now that a new player crisis path is being added, perhaps it would be a good time to consider renaming Become the Crisis to something more distinct and more in line with other ascension perk names. It could help avoid (new or returning) player confusion. Also, it is more or less the only ascension perk that has a verb in the name; it does not fit in with the others.

Perhaps "Nemesis", after the DLC it is part of?
(I suspect that label is also already translated, as part of the feature that displays owned/non-owned DLC content.)

3.12 renames it to "Galactic Nemesis".
 
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