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Stellaris Dev Diary #339 - Civics and Structures of The Machine Age, and Auto-Modding

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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Would there be an option in autotrait mechanic to pick the traits which the game can't touch at all? So for example a trait +10% housing stays forever no matter what and only other traits except this one can be replaced by that system.

You've fundamentally misunderstood what the mechanic does

It doesn't change any trait into any trait, but if you have a certain flexible trait (dependent on which class of traits it picks from), that in turn can change into a range of traits depending on the given pops work
 
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So how would Guided Sapience for Hive Mind interact with non hive mind pops?

Presumedly, exactly how Hive mind interact with non-hivemind pops ... they're Livestock

Either that, or we finally get some sort of update to Uplifting, so Hive Mind uplifting gives them hive mind trait
 
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I'm really excited for this update. However, I'm having a hard seeing how auto-modding isn't just "+15% resource output, but sometimes it's delayed". It also doesn't fix the micro problem. Maybe some high-end min-maxers are designing custom subspecies for each individual job, but for most people the micro problem is that new pops keep migrating in with different templates, and then they end up spreading instead of the modified version you've created. And the only way to stop this is to periodically click on a bunch of menus and turn off your research for a few months. I was really hoping auto-modding would be something more akin to Assimilation, where you can set a template for a species and any new pops of that species get converted to the template.
 
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While I agree that it could potentially be game breaking unless it has limits to stacking, keep in mind that the +60% ship energy upkeep is functionally a -60% naval capacity nerf. I don't think I've ever cared about the alloy portion of ship upkeep, but that big of a nerf to the energy portion is devastating. It would have to make your ships incredibly overpowered on an individual level to be worth losing that much economy.

Firstly, +60% maintenance cost is at worst a 37.5% naval cap nerf (i.e. if you have 37.5% fewer ships, you're down to the same energy cost as before), practically speaking it's not this bad because navies tend to go over cap anyway (meaning quadratic growth in cost as the navy gets bigger), and nothing about this civic reduces your actual naval capacity. It's bad but could be managed. Second, Tactical Algorithms is a leader trait, so I can't see how it would increase the maintenance cost of your whole navy, only fleets with a Commander. So if you want, you can have some high-maintenance fleets with high-level immortal Admirals, but you're not obliged to do this (and wouldn't want to unless that specific fleet is about to be in battle), and in the mid-game you probably don't have the Commanders to spare for the bulk of your navy anyway (except the megafleets you get with GC/Imperium/Fed presidency, which don't cost maintenance anyway).

Tactical Insights on the other hand looks like an effect of an empire unique building, which means it would apply to every ship you own, whether or not a Commander is leading that fleet.
 
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Hell. Yes.


The new civicx look cool, but I'm especially looking forward to giving the new Kilo-structures a spin. Not sure which one has me more excited.

Most of all, however, the auto-modding feature sounds bloody amazing. I like to go the Cybernetics route for ascension, so this feature (if it works even half-decently) would be an absolute godsend.
 
I'm really excited for this update. However, I'm having a hard seeing how auto-modding isn't just "+15% resource output, but sometimes it's delayed". It also doesn't fix the micro problem. Maybe some high-end min-maxers are designing custom subspecies for each individual job, but for most people the micro problem is that new pops keep migrating in with different templates, and then they end up spreading instead of the modified version you've created. And the only way to stop this is to periodically click on a bunch of menus and turn off your research for a few months. I was really hoping auto-modding would be something more akin to Assimilation, where you can set a template for a species and any new pops of that species get converted to the template.
it may not fix the micro problem of immigrants, but it fixes the micro problem of "why aren't my miners actually working the mining jobs?"
 
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No machine version of Natural design, can a clone still become ascended clones with this civic? Is Tactical Algorithms and Augmentation bazaars available for individual machines?
 
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Finally we can play "the universal paperclip" in Stellaris.
 
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Will the automod trait be stackable? e.g. if i have enough modification points, can i apply adaptive frames twice? (so that when working as clerks for example automod the tradebonus and the amenity bonus ?)
 
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Your species starts with a random cyborg trait (and that trait doesn’t use any trait points/picks)
Please, PLEASE don't do this. If you're doing a non-catalytic build and you get the food buff, it will suck. And if you ARE doing a catalytic build and DON'T get the food buff, it will suck. This will just result in people re-rolling to get the "right" trait in single player, so you might as well just let them choose to do so.
 
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Firstly, +60% maintenance cost is at worst a 37.5% naval cap nerf (i.e. if you have 37.5% fewer ships, you're down to the same energy cost as before), practically speaking it's not this bad because navies tend to go over cap anyway (meaning quadratic growth in cost as the navy gets bigger), and nothing about this civic reduces your actual naval capacity. It's bad but could be managed. Second, Tactical Algorithms is a leader trait, so I can't see how it would increase the maintenance cost of your whole navy, only fleets with a Commander. So if you want, you can have some high-maintenance fleets with high-level immortal Admirals, but you're not obliged to do this (and wouldn't want to unless that specific fleet is about to be in battle), and in the mid-game you probably don't have the Commanders to spare for the bulk of your navy anyway (except the megafleets you get with GC/Imperium/Fed presidency, which don't cost maintenance anyway).

Tactical Insights on the other hand looks like an effect of an empire unique building, which means it would apply to every ship you own, whether or not a Commander is leading that fleet.
Yeah, admittedly I didn't do the right math in my head for that one, you're right on the naval cap stuff. You might be right about the rest too. I still think that it's ideal to have admirals on as many fleets as possible just for the fleet buffs though.
 
Finally we can play "the universal paperclip" in Stellaris.
Endgame of ultra-troughtput mod, where all pops have SOL99 despite one person being employed per 100 people once they have all techs.
 
Tactical Algorithms could potentially upset the balance of weapon systems. For instance, if a total of 20 commanders are sold or employed as mercenaries, all weapons will gain up to 100% shield penetration and armor penetration. Now, it’s common knowledge that the most potent dual-penetration weapon is the Ancient Nano-Missile Cloud Launcher, with a base panel damage per day (DPD) of 4.70 * 1.25 = 5.875. In contrast, the small-sized Nanite Autocannon boasts an impressive 32.4875 DPD (or even 40 DPD if ship hit rate modifiers come into play). Under the scenario of 100% dual penetration, the small Nanite Autocannon would outperform the Ancient Nanite Cloud Disperser by a factor of 5.875. If the adjustments to Tactical Algorithms are not properly restricted, it could have a devastating impact on both PvP and PvE weapon balance.
One of the dev replies already said it caps at 10 commanders.
 
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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%.
I found a typo.
 
So about auto-modding:
The 1 month adapting period per Pop per Planet is so short i don't really get why it's even in. Usually new buildings/districts provide 2 new Jobs and - unless you provide New Jobs or ritualisticly resettle/unemploy everyone to remind them of their insignificance - Pops won't change their Jobs (mostly).
So 2 month for them to finish adapting, thats like a quarter of the time it takes to finish the next building/district. You can't really get to the point where the waiting period matters unless you really try or have just applied the trait to your species.

It would also be pretty annoying if the waiting period was any longer, but it's almost pointless now so why not just let the trait work instantly?
The speed up from specific buildings is kinda funny in this regard because the effective benefit is, depending on the specific day of Job change, you may get one month tick with the trait already applied, which it may not have been without the building... Thats like 1 more energy credit once every blue moon.

Oh and If you want to reduce trait micro please let all Gene ascended empires assemble any of your templates with Clone Vats, regardless of already having that species-template on that planet. Just making a seperate growing & cloning species is sooo tedious:
1) create cloning Template
2) choose a low pop Planet and apply it
3) resettle one Pop of that planet to all other planets
4) make habitation preference changes (If necessary)
5) Set the Pop assembly to the correct template for each planet
6) Look envious at other ascendancies
 
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