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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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I guess you never play psionic ascension either then? they too don't get pop assembly, so imo it's hardly an issue when this "ascension" doesn't either
You're right, I barely play psionic ascension, but at least with that one the trade off is somewhat worth it. The shroud bonuses and events are quite powerful and fun, as are the technologies. But this new civic is far weaker by comparison and doesn't have the same kind of game altering events associated with it. At least, that's what it seems like to me as it is right now.
 
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Protocol Droids and Tactical Cogitators seem to have been renamed to Diplomatic Protocols and Tactical Algorithms. Was there a reason for this? I’m guessing the Star Wars and 40k (Cogitator is technically a real work but I’ve literally never seen it used outside of 40k) references were a touch too on the nose. Though I’m curious, was this a strictly creative decision or did legal have to advise against it?

Also, how will the Arc Furnace interact with habitats? I’m guessing the mining station output will be neutralized but this will be offset assuming you can fully populate your habitat. Honestly ever since tiles were removed deposits have felt extremely anemic. I’m guessing this is just the reality of the post-2.2 game and I’ll need to wait for Stellaris 2 (Stellaris 4? We’re past 3.0 at this point.) if I want a rebalancing in that respect.
 
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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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Huh. I had assumed the Arc Furnace produced alloy, but this is far more interesting. The upkeep on that and the Dyson Swarm seem disproportionately high, but I suppose we'll see when it goes live. Far more interesting than I thought either would be.
 
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Obsessive directives is the single greatest waste of time and resources and I’m all for it. Now to begin cracking planets to more quickly convert the resources to paper clips. Every star base and every planet will build resource silos as the galaxy is slowly transformed into a silvery shrine to the paper clip! Trading them for other resources is simply playing the long game, in time all will return to paper clip.
 
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I don't see how the auto-mod trait fixes the micro problem for genetic ascension. You still have to manually apply the template and resolve the gene mod situation with the auto-modded trait for every species every time any pops migrate into your empire.

Also it's a strict upgrade from all the existing resource traits? My ideal empire is xenophile genetic ascension where each species is modded to be exceptionally good at their preferred job. This is obviously a huge amount of micro overhead that makes it not worth doing. With the auto-modded feature... it's the same amount of micro but to add insult to injury it's now also non-optimal compared to just slapping auto-mod on everything.
 
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If you have ten other planets and asteroids that becomes 60 minerals, plus 40 alloys, plus whatever bonuses you have to mining, plus the base deposits. Solidly worth. It gets even better with more additional planets.
For machines, 100 energy would “break even” (using their base jobs) at 50 minerals or 25 alloys or a mix of those.

Mining stations don’t scale all that well, compared with jobs, but the alternative use of alloys is fleets. These are pop free. I don’t think these will always be bad per se, but they aren’t as unambiguously strong as megastructures.

I just hope it’s easy to see in the UI how many celestial objects the kilo structure applies to.
 
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Species Auto-Modification (“Auto-Modding”)​


Does the auto-trait itself take up any trait slots?
Point usage?
How much if it does?

If they don't use trait slots or points and the traits it spawns use them, what happens if a job is flagged for multiple traits? For example, if you take the Overtuned origin and the Anglers and Agrarian Idyllic civics and go Cybernetic Ascension, you can cause Anglers to benefit from a whopping 6 "swappable" traits (Agrarian, Charismatic, Thrifty, Trading Algorithms, Farm Appendages, and Crafted Smiles)! Again, if the "temporary" traits use slots or points, how does it priortize if there aren't enough of either left?

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.
Edit: My thanks to Alfray Stryke for answering about this, based on the dev answer below this post at least auto-mod traits of different kinds can stack.

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.
what happens if a job is flagged for multiple traits?
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 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 a different 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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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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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.
they said it's possible to stack cybernetic and biological
but you can't stack actual mining arms with adaptable mining arms
 
Okay I really like the idea of the guided sapience.
What I've preferred, unless I've overlooked it would be to be able to uplift a pre sapient species without having a colony on the planet.
Why not drop a Monolith on the planet and uplift a pre sapient species into a stone age species one and then simply observe and guide them through the observation post mechanics.
 
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During the playtest sessions, I played a very, very broken Rogue Servitor with Obsessional Directive
It's exciting to see that we can combine Rogue Servitor with Obsessional Directive. Can we also use it in combination with Genesis Architects?

Actually, what happens in a non-RS machine empire when you uplift pre-sapients? It seems like they'd be grid amalgamated or purged unless something has changed with regards to non-machine pops in machine empires. Which I suppose makes sense, but it's a bit more grim than the RS uplift-and-pamper approach. :p

On an unrelated note, what happens if you make a habitat in a system with an Arc Furnace? It seems like they'd need to be either mutually exclusive or for there to be some kind of interaction. Otherwise, you'd use the basic Arc Furnace to add mining deposits to every planet to get a huge number of mining districts but never need to upgrade it again.
 
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It's pretty disappointing that the guided civics don't allow alien zoos. This is one of the only things in the game that interacts with alien zoos and pre sapients. Just let me have gladiators pre sapients on every planet, the masses must be entertained! From a balance perspective that is two civics vs taking better economic/military civics just for that interaction so please uplift me to understand the reasoning behind the restriction. Thanks.
 
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It's pretty disappointing that the guided civics don't allow alien zoos. This is one of the only things in the game that interacts with alien zoos and pre sapients. Just let me have gladiators pre sapients on every planet, the masses must be entertained! From a balance perspective that is two civics vs taking better economic/military civics just for that interaction so please uplift me to understand the reasoning behind the restriction. Thanks.
Yeah, I would love combining it with my Hirogen build to fight wildlife everywhere

But I can understand that wholesome ascenders wouldn't want to fight their cute pet projects
 
Love the auto modding, Are there any plans to do something about the massive amount of micro that would still be involved in changing every species in a cosmopolitan empire? Like some sort of modding template perhaps?, because currently it would still make synthetic the only viable path for an empire with more than a few species.

In the same vain, are there any plans to allow you to "merge" other empires robots into your core robot species to allow for less micro intensive robo-modding?
 
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Love the arks!
Will we ever be able to uplift the presapient to natives and then retreat back into orbit taking all the tech away to observe their development like other pre-ftls in first contact? (Yes I'm asking if we will be able to manufacture our own primitives to study for reasons and to get all the insight techs)
 
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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
Can you stack more than one "auto-trait" of a single type, so that jobs with multiple outputs will be able to use multiple traits from the same category?

A large number of Ruler jobs benefit from both Charismatic and Traditional, for example.
 
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