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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.

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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.

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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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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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I really like the look of Augmentation Bazzars, but I was hoping to see it play more into the Branch Office side of Megacorp. I've got an idea that could help the civic mingle more with client empires:

What if the Offworld Implant Hub increased the chance of pop (cybernetic) self modification on planets it's built on? You could even determine which traits are selected using your new Auto-Modification system! Then, the Implant Hub could somehow increase TV based on cybernetic traits found on the planet. Say, each cybernetic Pop produces TV based on its number of traits, similar to the way Gospel of the Masses works?

I think this would be fantastic for the fantasy the civic seems to be going for, a sort of shady back market for modification. Not the clean type that organized empires perform through special projects, but the kind of self-modification we're used to seeing from lone pops!
 
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The Arc Furnace will be a great way of generating deposits for big mining habitats, with its orbitals also acting as mining stations :)
I think Prospectoriums should have that tech unlocked as option when becoming one, and Scholariums the swarms.
 
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Species Auto-Modification​

The idea is great, it's something i was waiting for years.

But never as traits but as a mechanic, at least for me wasting a trait point for less micromanagement is not worth it.

I would prefer that tech, jobs and/or traditions had the effect of auto-modification, at a cost but not of trait points.

Besides while micromanagement is reduced it's not gone as several jobs need 2 traits from the auto-mod traits, and one can probably only have one, while even if 2 were possible it would mean 2 trait point spent.

Well, speaking of traits i hope the traits for basic resources of food, energy and minerals become more useful, currently as the increase is of % and not base value they turn of little meaning fast as there are a lot of other % increases for them.
 
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I'm really digging all the content we're seeing. I kind of hope that the Genesis civics will have some variation between normal, megacorps, hivemind, and machine versions though, just because I feel like there's good potential for them to have interesting variations.
 
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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 traits exist for Mechanical (Adaptive Frames), Biological (Vocational Genomics), Cybernetics (Universal Augmentations), and Overtuned Traits (Fleeting Excellence).
For robots, Emotion Emulators should be replaced by Domestic Protocols.

Also it seems there is a new Overtuned trait (Commercial Genius) to increase Trade value from jobs? Will cyborgs also be able to have Propagnada Machines and Emotion Emulators/Domestic Protocols?
 
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I'm just going to throw my two cents here.

I like most of the civics but I do think Natural Design might be a tough sell in it's current state. I do like the idea of a species purposefully choosing to not alter their genetic makeup and the restrictions of not being able to gene-mod or choose ascension paths makes sense conceptually. It's just given the bonuses that we see which is more trait points and picks, and a building that increases pop growth and resources, I don't know if it's entirely worth it to pick at the cost of not being able to pick ascension paths and not being able to gene-mod. That's giving up a lot of late-game power and cool mechanics. And while I do feel like this is part of the intended design, I'm not necessarily sure if this is very fun to play as is. I think the closest comparison to it is probably Clone Army. And Clone Army is super cool because you get access to what is a super-trait that you can either choose to go even more super and keep the restrictions for late game, or take a weaker variant in exchange for not being restricted. In addition, Clone Army isn't restricted from your entire empire from taking the ascension, even if some of them are questionable choices for your main species. And if you pick up other species, they're still available to be gene-modded, or cyborgized, etc. Since the civic applies this restriction at the empire level, it means all of those alternate methods of play are restricted. In addition, the +2 trait points will be caught up by midgame by other empires with the biological techs, and ascension paths even more so.

I think probably the easiest change to make it more viable is to give them some kind of "natural selection gene" super-trait in a similar vein to clone army. A more complicated and involved change might be to give them their own tradition tree that's essentially a pseudo-ascension path focused on/involving their perfect natural genes.

Otherwise, I think all the other civics are unique and cool. I like that Megacorp has a new "sciency/mechanical" civic to balance out the spiritualist ones.

Really looking forward to auto-modding though. I tend to get very micro-intensive on my empires but having to create specific planets to apply a single trait for resource production into got very time-consuming and then the pops would sometimes migrate and it would trigger my OCD and it was a whole thing. Being able to just pop a single trait in and forget about it seems pretty great.
 
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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.
The base items only cost 2 points, are there additional benefits for VG or is it a higher cost just for the convenience and reduced micro? If the latter adding a minor thematic side benefit like a 5% habitability and/or leader experience gain bonus would make it feel less punitive.
 
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I'm not so sure about that, HFY. I think the trait itself remains the same, but its effects dynamically change depending on the situation. So if anything it should result in fewer species: you can condense at least three 'worker' species (Mineral Workers, Food Workers, Energy Workers) down into one 'Adaptive Worker' species).
At least, this is how I presume it will function, from the descriptions given. A bit more Dev clarity on this couldn't hurt.
I would assume the trait only counts as one for Species list purposes, it only affects the pop individually.

Though I could be wrong.

I hope you're right.

I'm just posting what the Dev Diary looks like, with "replacing this trait with one of these traits" thing it's got going on:

Dev Diary said:
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.

That looks to me like one trait will be replaced with another trait, and I don't know how that can happen without a subspecies being implicitly created.

But I really hope both of you are right.
 
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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 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.

The Arc Furnace will be a great way of generating deposits for big mining habitats, with its orbitals also acting as mining stations :)
I think Prospectoriums should have that tech unlocked as option when becoming one, and Scholariums the swarms.

Yes, on paper this would be a good use, however mining habitats suffer from not having access to the orbital ring building. (Research habs are strong if you find a system with lots of science deposits, but it looks like there's no equivalent of the Arc Furnace that spits out a bunch of extra science deposits.) You might make mining habs if you're starved for mineral-rich planets as a non-Gestalt, but certainly Gestalts can do better in terms of pop efficiency with Hive/Machine Worlds.
 
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As a part of Auto-Modding it would be great if it automatically shifted their planetary preference as well when migrating between colonies or when colonizing on a new world.
 
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I hope you're right.

I'm just posting what the Dev Diary looks like, with "replacing this trait with one of these traits" thing it's got going on:
...
That looks to me like one trait will be replaced with another trait, and I don't know how that can happen without a subspecies being implicitly created.

But I really hope both of you are right.
I think the keyword there is "replicate". By "eventually have their Adaptive Frames change", I think it means "the imaginary adaptive (physical) frames (of the robots themselves". I don't think it's implying that the trait outright changes into another trait; then it's only useful as a one-time thing (as the trait it would change into, can't change back), which would be nonsensical and counter-productive. In effect, 'Adaptive Frames' becomes a self-mutating placeholder. The 'Ditto' (Pokemon) of the traits world.

I could be wrong on this, but I doubt it. I don't think you have need to fear ;)
 
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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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Obsessional directive sounds fun. If you've played universal paperclips, and get to space, you'll get 'drifters' that you end up having to fight, who have lost the drive to continue making paperclips. Is there any sort of event/rebellion situation where part of your Network loses sights of the all important consumer goods, and try to split off?
 
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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.

That's not a bug bro, that's your work computer whispering sweet nothings into your ear.
 
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