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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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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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Criminals will be able to build the new Augmentation Bazzar building and find it generating a healthy amount of crime on the target planet.
“Hey you! Yeah, you!”
*Opens vest*
“You wanna buy a leg?”
 
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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.
Wow! It’s like the American debt limit!
 
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There's something I knew was desperately needed (auto-modding trait), but also something I never knew I wanted (a reason to not follow an Ascension Path). Good job!
 
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The addition of the new “megastructures” is interesting. But why always set arbitrary limits?

I know this is the simplest way to avoid abuse, but it is also the most annoying way.
As well as for a small empire, it can be interesting, as well as for a large empire, it is derisory.

It also prevents you from having a style of play focused on this.

It is certain that arbitrary limits are simpler to put in place than a “logistics system”.
The idea is that all spatial structures (we could also include planets and related things, but I'm not doing that here, but that could also be interesting) consume a logistic capacity.
This logistical capacity acts as a soft limit for spatial structures and is also a more impactful cost than energy which can be easily 'infinite'.

Logistic capacity is mainly produced by logisticians.
Logisticians are produced by capital buildings and warehouses.

The logistician jobs also increase empire size.
The systems no longer increase empire size.
*If planets consume logistic capacity, planets might still increase empire size or not, districts would not increase empire size, but would consume logistic capacity.


Logistician :
- Upkeep : -1 Consumer Good, -1 Alloy (-2 Alloy for Machine, -1 Alloy and -2 food for Hive), +5 Empire Size
- Produces : +5 Logistics capacity

Reassembled Ship Shelter : +0 Logistician
Planetary Administration, Resort Administration, Governor's Palace : +1 Logistician
Planetary Capital, Resort Capital-Complex, Governor's Estates : +2 Logisticians
System Capital-Complex : +3 Logisticians
Imperial Palace : +4 Logisticians

Habitat Administration : +1 Logistician
Habitat Central Control : +2 Logisticians

Hive Core : +1 Logistician
Hive Nexus : +2 Logisticians
Imperial Complex : +3 Logisticians

Deployment Post : +1 Logistician
Administrative Array : +2 Logisticians
Planetary Processor : +3 Logisticians
Primary Nexus : +4 Logisticians
Imperial Center : +5 Logisticians

Small warehouse : +2 Logistician
Warehouse (-1 Rare Crystal) : +4 Logistician
Big warehouse (-2 Rare Crystal) : +6 Logistician

Hive Mind :
Hive empires might have a harder time producing logistics capacity, but they would also consume less logistics capacity.

Machine Intelligence
Machine empires might have an easier time producing logistics capacity, but they would also consume more logistics capacity.

Corporate or civic Merchant Guilds :
Logistician : -1 Logistic capacity, -1 Empire Size, +2 Trade Value
Merchant : +2 Logistics capacity


Stations :
Each station (mining, research and observation) would consume base 1 logistics capacity.

It is therefore not necessarily interesting to build, especially at the beginning, as many stations as possible.
Building a station becomes more of a choice than an automatism.
More stations = more logisticians needed, so more pops and buildings slots not available for other tasks.

However, the stations would be more useful and productive than now.
Each mining and research station could increase in size depending on the importance of deposits exploited.

For example, if the base mineral deposit is 3. The mining station can be enlarged 2 times.
The station therefore becomes more productive, but with a secondary cost.
Each level of expansion of the station increases its consumption of logistics by 10%, 20% or 25% (I don't know).
So the station consumes more logistics, but less than if we build a new mining station. It may therefore be more interesting to first build your stations on the larger deposits.

In addition each station can be leveled up. The level limit is mainly increased by technology.
Each additional level increases the station's productivity and increases its logistics consumption by 1.

Mining Station: +1 level max, Zero-G Refineries, Long-Range Mineral Scanners, Mineral Cutting Beams, Autonomous Mining Drones and Nanite Mineral Probes
Research station : +1 level max, Zero-G Laboratories, Miniature Containment Fields, Quantum Probes, Autonomous Station Protocols and Multi-Dimensional Analysis
So with these technologies, these stations can reach level 6 and consume 6 logistics capacity, more if these stations have been enlarged.
The stations can therefore be a very interesting source of resources and research, but more logistics capacity must be devoted to them.

Civic Mining Guilds :
- -20% logistics capacity cost for station
- +1 Minerals from Miners

Civic Private Prospectors:
-33% logistics capacity cost for station


Starbase :
Starbases have no fixed limits.
They consume instead of the logistics capacity according to its level:
- Outpost : 1
- Starport : 5
- Starhold : 25
- Star Fortress : 50
- Citadel : 100

Before you panic over the numbers, there are several ways to reduce these costs!
- Adopting the Unyielding tradition tree : -33% logistic cost for starbase in a colonized system
- Fortress Doctrine from Unyielding tradition tree : -5% logistical cost for starbase per weapon modules
- Stellar Expansion technology : -10% logistic cost for starbase
- Manifest Destiny technology : -10% logistic cost for starbase
- Fortify the Border edict : the starbase adjacent to a rival empire or considering us a rival does not count towards the starbase number logistics penalty
- Trading Posts civic : -5% logistical cost for starbase per Trade Hub modules
- Grasp the Void ascension perk : -20% logistics cost for the number of starbases
- Covenant: End of the Cycle : I do not know.
- Interstellar Expansion repeatable technology : -5% logistics cost for the number of starbases (25% max)
- Strategic Coordination Center : -10% logistics cost for starbases per level (30% max)

However, in addition to the logistics cost for each starbase according to its level, there is also a logistics cost depending on the number of starbases, the more starbases there are, the more complex the network becomes, the more the logistics cost increases.
It can therefore be interesting to improve your starbases instead of building new ones.

Cost for number starbase = (number starbase-3)*number starbase^0.5
Minimum 0
The first three starbases do not generate a penalty, but each additional starbase increases the penalty which increases faster and faster.
Obviously, for the formula, it's the general idea, it could be different.
For example, one could add either via the number of systems possessed (like now) or via another means of the "free" starbases which does not count the number of starbases, thus increasing the -3 value.


Resource collection :
An important, very important change is that resources from a station or planet are only collected if they are within range of a starbase.
A planet can only use resources if it is within range of a starbase (to see, if we add a planetary stock to the planet, so that isolated planets could be autonomous, during colonization, the planet would start to have a reserve of resource, taken during the construction of the ship).

The gestalt empires would have the equivalent of the Trade Hub.

Naval capacity :
The Anchorages modules of Starbase would be the primary means of increasing naval capacity.
The Anchorages are used to "deliver" logistics to military fleets.
There is therefore no "military or civilian logistics".
Each Anchorage consumes 2 logistics capacity.

The soldiers would have a different role that deviates from the core of this idea of logistics, but they have to be given another role to keep them useful.
Instead of increasing naval capacity, soldiers generate manpower for use by land armies and ships, much like manpower/sailors in EU4.
Obviously, this could be more developed, but within the scope of this topic, I keep the system simple.
It therefore becomes as important to have Anchorages (therefore logisticians) to support a large fleet as to have soldiers to generate manpower to replace the dead in armies and ships.

Civic Citizen Service : +15% Naval capacity ---> +15% Manpower from Soldier


Megastructure :
A central use of logistics capacity would be the maintenance of megastructures.
Logistics would be the “limit system” to megastructure numbers. So there would be no fixed limit to megastructures, if you want to build 100 dyson spheres, you could theoretically... If you can produce enough logistic capacity...
But some bonuses of megastructures would not be additive, for example, 2 Mega Shipyard will give as bonus for the empire +100% Empire Ship Build Speed and not +200%.

Reduced the cost of logistics capacity of megastructures :
- Master Builders : -10%
- Architectural Renaissance (Ambition) : -10%
- Shattered Ring (Origin) : -10% [Unrestored Capital Segment and Ruined Sections cost no Logistics Capacity]

Habitat :
A habitat would consume 50 (level 2 : 75; level 3 : 100) logistic capacities.
Voidborne : -20% logistic cost for habitat
Void Dwellers (Origin) : -20% logistic cost for habitat, the Arcane Replicator will generate a logistic capacity to support the 3 starting habitats.

The habitats would therefore be more expensive, but they could receive some bonuses.
For example, level 2 and 3 would unlock new building slots.
Maybe also increase the number of districts.
Habitats built on a resource deposit (including research) could receive a percentage resource production bonus depending on the size of the deposit. For example 5% per 1 base mineral of the mineral deposit.

The goal would be to have slightly more powerful and potentially fewer habitats.
A habitat can perfectly produce more logistic capacity than they consume, but this takes up slots and pops.

For the Trades districts, a clerk job could be replaced by a logistician job.
And/or habitats have a “Logistics Center” designation that adds one or two logistician jobs to Housing districts with -2 or -4 housing.

Gateways :
The Gateways would have an upkeep cost of 100 logistic capacity (and I'm hesitant even maybe 125 or 150).
Yes, the cost is high, but this structure is also very useful, so it is an important investment for construction, but also in the long term.

Hyper Relays :
The Hyper Relays would have a logistics capacity cost of 25.
I think it's high enough that it's a significant cost when built in large numbers, but low enough that in the mid-game and late game it's viable to create some routes on the important runs.

Orbital Rings :
Logistics capacity cost :
- T1 : 20
- T2 : 40
- T3 : 80

Ring World :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800
- Stage 5 : 1000

Dyson Sphere :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800
- Stage 5 : 1000

Science Nexus :
Logistics capacity cost :
- Site : 100
- Stage 1 : 300
- Stage 2 : 600
- Stage 3 : 900

Sentry Array
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800

Matter Decompressor :
Logistics capacity cost :
- Site : 100
- Stage 1 : 250
- Stage 2 : 500
- Stage 3 : 750
- Stage 4 : 1000

Mega Art Installation :
Logistics capacity cost :
- Site : 100
- Stage 1 : 300
- Stage 2 : 600
- Stage 3 : 900
- Stage 4 : 900

Strategic Coordination Center :
Logistics capacity cost :
- Site : 100
- Stage 1 : 300
- Stage 2 : 600
- Stage 3 : 900

Interstellar Assembly :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600
- Stage 4 : 800

Mega Shipyard :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600

Quantum Catapult :
Logistics capacity cost :
- Site : 100
- Stage 1 : 200
- Stage 2 : 400
- Stage 3 : 600

Aetherophasic Engine :
Logistics capacity cost :
- Stage 1 : 100
- Stage 2 : 275
- Stage 3 : 475
- Stage 4 : 775
- Stage 5 : 0 ;)


Obviously, the bonuses of the megastructures and their cost in logistics could be adjusted as needed.
This is to give a general idea.
Megastructures are powerful, but are "expensive" to build, but also and above all to maintain (not just energy which is very easily produced).

So it's not enough to produce tons of alloys to build megastructures. You have to be able to provide the logistical capacity.
But it is still possible to produce enough logistic capacity, as long as you have pops and building slots to dedicate to warehouses.
For example, for a Ring World, without bonuses with basic logisticians which produces 5 logistic capacities. It would take 33.3 large warehouses (less counting the logisticians of the capital buildings) spread over the 4 sections of the Ring World for it to be self-sufficient in logistics capacity. Yeah, that's a lot, but precisely the districts of the Ring Worlds are very powerful.

Obviously, for example, a Dyson Sphere cannot be self-sufficient, so you have to build the warehouses on planets/habitats/ring world.
But it produces a lot of energy without using pops, districts/buildings and strategic resources, apart from the need for logistics.


Insufficient logistics capacity :
If the need for logistics exceeds the production of logistics. The structures depending on it will work less efficiently, if the shortage becomes too great, these structures will be deactivated.

Habitats will lose stability and habitability.
Restored Ring segments will slowly gain devastation (or other modifier) after 10 years (or 20 years?) the segments will become Shattered Ring World.
Structures can be deactivated and reactivated manually for a cost in unity depending on the importance of the structure.
Megastructures that have been inactive for too long (10 years or 20 years?) will become ruined megastructures, except Ring Worlds which will become Shattered Ring Worlds, which will have to be restored if we want to use them again.

The habitats in critical situations will have a special decision to evacuate pops at a unity cost based on the number of pops (regardless of empire law) and trauma for the pops.

Personally, I would have found it much more interesting for the Void Dwellers origin (and the habitats), to keep special districts for the habitats and to be able to develop its mining stations to ensure income in minerals and energy and undoubtedly less boring than having to manually create the orbitals.
While being able to be used later for “nomadic” gameplay.
 
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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.


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.


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)
Very, very hype for Kilostructures but, quoting myself from a previous diary:
As an old vet who already owns everything and would like to reduce the barrier of entry even further to new players, can I draw your attentions to something?
Code:
has_galactic_wonders = {
    OR = {
        has_ascension_perk = ap_galactic_wonders_utopia
        has_ascension_perk = ap_galactic_wonders_megacorp
        has_ascension_perk = ap_galactic_wonders_utopia_and_megacorp
    }
}

has_gw_ring_world = {
    OR = {
        has_ascension_perk = ap_galactic_wonders_utopia
        has_ascension_perk = ap_galactic_wonders_utopia_and_megacorp
    }
}

has_gw_dyson_sphere = {
    OR = {
        has_ascension_perk = ap_galactic_wonders_utopia
        has_ascension_perk = ap_galactic_wonders_utopia_and_megacorp
    }
}

has_gw_matter_decompressor = {
    OR = {
        has_ascension_perk = ap_galactic_wonders_megacorp
        has_ascension_perk = ap_galactic_wonders_utopia_and_megacorp
    }
}
Code:
ap_galactic_wonders_utopia = {
    on_enabled = {
        custom_tooltip = "add_research_options_galactic_wonders_utopia"
        hidden_effect = {
            if = {
                limit = {
                    NOT = { has_technology = tech_ring_world }
                }
                add_research_option = tech_ring_world
            }
            if = {
                limit = {
                    NOT = { has_technology = tech_dyson_sphere }
                }
                add_research_option = tech_dyson_sphere
            }
        }
    }

    possible = {
        custom_tooltip = {
            fail_text = "requires_mega_engineering"
            has_technology = tech_mega_engineering
        }
        custom_tooltip = {
            fail_text = "requires_built_or_repaired_megastructure"
            has_country_flag = has_built_or_repaired_megastructure
        }
    }

    potential = {
        host_has_dlc = "Utopia"
        NOR = {
            host_has_dlc = "Megacorp"
            has_ascension_perk = ap_galactic_wonders_utopia
        }
    }

    ai_weight = {
        factor = 20
        modifier = {
            factor = 2
            has_ethic = ethic_pacifist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_pacifist
        }
        modifier = {
            factor = 2
            has_ethic = ethic_materialist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_materialist
        }
    }
}
Code:
ap_galactic_wonders_megacorp = {
    on_enabled = {
        if = {
            limit = {
                NOT = { has_technology = tech_matter_decompressor }
            }
            add_research_option = tech_matter_decompressor
        }
    }

    possible = {
        custom_tooltip = {
            fail_text = "requires_mega_engineering"
            has_technology = tech_mega_engineering
        }
        custom_tooltip = {
            fail_text = "requires_built_or_repaired_megastructure"
            has_country_flag = has_built_or_repaired_megastructure
        }
    }

    potential = {
        host_has_dlc = "Megacorp"
        NOR = {
            host_has_dlc = "Utopia"
            has_ascension_perk = ap_galactic_wonders_megacorp
        }
    }

    ai_weight = {
        factor = 10
        modifier = {
            factor = 2
            has_ethic = ethic_pacifist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_pacifist
        }
        modifier = {
            factor = 2
            has_ethic = ethic_materialist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_materialist
        }
    }
}
Code:
ap_galactic_wonders_utopia_and_megacorp = {
    on_enabled = {
        custom_tooltip = "add_research_options_galactic_wonders_utopia_megacorp"
        hidden_effect = {
            if = {
                limit = {
                    NOT = { has_technology = tech_ring_world }
                }
                add_research_option = tech_ring_world
            }
            if = {
                limit = {
                    NOT = { has_technology = tech_dyson_sphere }
                }
                add_research_option = tech_dyson_sphere
            }
            if = {
                limit = {
                    NOT = { has_technology = tech_matter_decompressor }
                }
                add_research_option = tech_matter_decompressor
            }
        }
    }

    possible = {
        custom_tooltip = {
            fail_text = "requires_mega_engineering"
            has_technology = tech_mega_engineering
        }
        custom_tooltip = {
            fail_text = "requires_built_or_repaired_megastructure"
            has_country_flag = has_built_or_repaired_megastructure
        }

    }

    potential = {
      stuff  host_has_dlc = "Utopia"
        host_has_dlc = "Megacorp"
        NOT = {
            has_ascension_perk = ap_galactic_wonders_utopia_and_megacorp
        }
    }

    ai_weight = {
        factor = 20
        modifier = {
            factor = 2
            has_ethic = ethic_pacifist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_pacifist
        }
        modifier = {
            factor = 2
            has_ethic = ethic_materialist
        }
        modifier = {
            factor = 3
            has_ethic = ethic_fanatic_materialist
        }
    }
}
MegaCorp is kind of a mess thematically and a lot of the content, especially the megastructures, seems to be stuff from Utopia that didn't quite make cutoff. An entire AP being split across two DLCs and the code required to make that work is the funniest example but far from the only one. As the second Big DLC (and well before the Custodians) that's not really surprising, but if there's a new subscription option coming in this seems like a good time to start shuffling things between DLCs or making a bunch of them into "Utopia or MegaCorp" instead of this... thing. Also seriously who owns MegaCorp but not Utopia anyway (for real if you have those numbers I'd be very curious).

Heck, I wouldn't even mind if everyone with Utopia just got half or more of Megacorp straight folded into it and a bunch of Utopia stuff folded into the base game. Less individual possible DLC combinations has to make things easier to design around, right? That means a better game for me, which I care a lot more about than whatever I paid for it half a decade ago.
I cannot imagine the horror the interaction of three DLCs is going to wreak on these poor, innocent megastructures and the developers responsible for maintaining them.
 
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Looking closer at Natural Design, I'm already seeing some opportunities with this. It could pair very well with Inward Perfection, for masses of pop growth and pop happiness. Selectic Kinship, possibly Mutagenic Spas (mad as it may seem. "Our genetic code is SO GOOD, we can bathe in the frickin' T-virus and it doesn't do us any harm!). Thematically, it pairs well with Fanatic Purifiers...

I like how this Civic would let you take both Intelligent AND Traditional with another point left to play with, for no forced negative trait penalty. Or an even more powerful starting species if you DO pick a few more negatives - perhaps Weak, for a race of intellectually and culturally advanced beings who may look to 'acquire' other species to do all that tricksy manual labour for them (and hey... poaching some Ascended Xeno pops to be the labour force becomes all the more advantageous under this scenario!)

Presumably Natural Design Empires won't be able to take any Auto-Mod Traits at all, as they require Overtuned OR an Ascension.

There's something I knew was desperately needed (auto-modding trait), but also something I never knew I wanted (a reason to not follow an Ascension Path). Good job!
Now we all have to be victims to The Stellaris Cycle again:
New content announced > you realise you can't bring yourself to play without the features of the new content > you wait for the new content to be released, then play it > more new content is announced (repeat). ;)
 
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Does Natural Design only affect your primary starting species, or does it also apply to the second species in Syncretic Evolution?
 
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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.
You do realize the hilarious irony of a bug impacting the faulty AI roleplay, right?
 
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Nope, no triggered modifiers here - it's all done in code.
So it pulls modifiers from traits itself as listed in prio list? Nice.
1 pop per month per planet
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.
 
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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.
But how quickly does your job distribution change?
If you demolish a boatload of buildings to replace them with others that already takes years.

The only way that would be truly relevant is if you regularly mass juggle jobs back and forth. Hardly a realistic scenario that needs to be accounted for.
 
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Thinking about tall vs. wide and kilostructures: it would be cool if there was a kilostructure ascension perk (maybe analogous to Galactic Wonders?) that gave unique kilostructures and/or kilostructure capacity along with some kind of empire size modifier (something like Sovereign Guardianship), to give some way of building tall that actually rewarded the playstyle.
 
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