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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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There is no Megacorporation version of Natural Design civic?
Also, Augmentation Bazaars is not available for regular countries(non-megacorporation) and hives?
 
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.

The logic is quite simple, you're sacrificing some mid-game potential in return for "half an ascension" that kicks in on day 1. In a snowbally game like Stellaris, that can actually be a wise trade-off, especially if you're playing a more aggressive build (thematically it obviously goes well with Fanatic Purifiers, for instance). That fact that it's a civic and not an Origin also gives you various options to turbo-charge the early game (although Clone Army might be taking it a bit far if you end up stuck with 100 "perfect" pops forever).
 
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To be honest, as a tall player, I think I'd rather have the cost of Arc furnaces and Dyson Swarms be fairly high but have no limit to how many could be built than have the 5-6 Kilostructure limit, like the Orbital Rings.

Regardless, things are looking very good.

Also, would we maybe be able to build arc furnaces or Dyson Swarms on our vassals without it counting towards the limit? Kind of like with the Hyper Relay?
 
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What happens If an Arc Furnace is in a system with e.g. research deposits?

As we can not build a mining and science station on the same planet, we would lose something there.
 
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Species Auto-Modification (“Auto-Modding”)



I do have some questions. First from 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?


A few more questions:

Does taking the Cybernetic Cult Origin, Augmentation Bazaars, and Megachurch have any kind of flavor synergy, like a unique spiritualist faction devoted to both Cybernetics and Capitalism?

Correct me if I'm wrong but since Megacorps cannot take Merchant Guilds, how are the new Augmentation Bazaars supposed to get Merchants to benefit from the Merchant effect (other than the building included with the civic)? The only one I can think of is the Orbital Ring building that gives 2 Merchants, but that means that Habitats and Ringworlds are completely doomed despite those specifically having trade-centered districts.

Augmentation Bazaars mentions clinics and underground businesses, any synergy with the Criminal Syndicate or Pharma State civics?

I uh, couldn't help but notice that Augmentation Bazaars is not exclusive with Corporate Death Cult. Any...potential recycling of augmentations?
 
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Species Auto-Modification (“Auto-Modding”)​



I do have some questions. First from 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?


A few more questions:

Does taking the Cybernetic Cult Origin, Augmentation Bazaars, and Megachurch have any kind of flavor synergy, like a unique spiritualist faction devoted to both Cybernetics and Capitalism?

Correct me if I'm wrong but since Megacorps cannot take Merchant Guilds, how are the new Augmentation Bazaars supposed to get Merchants to benefit from the Merchant effect (other than the building included with the civic)? The only one I can think of is the Orbital Ring building that gives 2 Merchants, but that means that Habitats and Ringworlds are completely doomed despite those specifically having trade-centered districts.

Augmentation Bazaars mentions clinics and underground businesses, any synergy with the Criminal Syndicate or Pharma State civics?

I uh, couldn't help but notice that Augmentation Bazaars is not exclusive with Corporate Death Cult. Any...potential recycling of augmentations?
I mostly just want to spread cybernetics into other empires. I was kind of hoping to see a Gospel of the Masses style civic here. (Creating cyborgs via branches, profiting off of cyborgs, etc.)
 
Maybe I'm missing something or I just cannot into math, but I fail to see how the output of an Arc Furnace is worth the 100 energy upkeep.
 
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This DLC keeps getting more and more interesting! Some thoughts:

- Kilostructures brings joy to my tall player heart. Please, do give more options for investing alloys in things other than fleets
- Auto-modding is not how I exactly envisioned it, but it is a damn nice QOL improvement. Lots of interesting possibilities (add unique traits to auto-modding trait pools, create strange auto-modding categories, etc)
- Geneclinics will be now actually useful. Good stuff.
- Obsessional directive looks hilarious. Gotta try it!
- Innate design seems to me like a new "purity" type of ascension, which is damn cool even if it will be quite limited compared to actual ascensions
- I have always wanted a civic / origin that let me act like a precursor type of empire, Prometheus style, so I welcome the new Guided Evolution
- I am calling it now, the floating cube is the new crisis!
 
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Would it possibly make sense to have kilostructures use Starbase capacity rather than a finite amount. Or have some other cap that you can increase relative to empire size and resources?
Oh, using Starbase capacity is an interesting idea. Would give smaller empires a reason to up their capacity.
 
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The new civics seem cool to me. I think something like Natural Design was really needed and it's nice that it's finally here. Guided Sapience sounds fun, but also like you can wreck the performance of the game if you combine it with xeno-compitability.

The way the Kilostructures interact with their environment seems like a way more fun design than most Megastructures and I hope we'll see some updates to some of those in the future to make them work similarly.

Auto-Modding seems like a great quality of life feature and is very welcome. I wish applying templates would work a little more like assimilation tho, maybe with some way to define which template is going to be applied under which condition. Oh also climate preference traits could use a similar grouping like those auto-modding traits!
 
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What happens if you Colossus the Arc Furnace after it has generated the extra deposits? Just in case you want the deposits but not the 100 energy upkeep that boosts the outputs.
 
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I am loving this so far! Except for this:
Can't anyone see that Tactical Algorithms is gonna be broken? Just between the 5% bypass and 10% hardening is going to make other empires armor and shields irrelevant... And what about reducing ship upkeep, didn't we want those reduced across the board? Now only docked ships get reductions to the upkeep and machines can have 30% of alloy reduction everywhere? This is not about being OP, its about going against what you have said when you did some changes recently... Why can only machines learn from others, why not let individualist empires have this too?
Machines are getting Individualists empires traits version this update, why cant we get the same where it makes sense? I really think this should be reconsidered, one thing I always lover about vassals is how you can trade leaders, being able to do this with non vassals is a dream come true, except that it is machine only. WHY??? Tell me why! (I cant even sing properly now, wanna cry) Seriously though, reconsider this, this is too great to be restricted to machines, for no reason really. Also, in a future it should be extended to other leaders in some way, even if it is not powerful (most people RP and such amyways)
Then you wouldn't get to double dip into both cyborg and biological traits
About this, so much beauty! Such a simple answer, a short sentence, a golden manifestation of glory!
 
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The logic is quite simple, you're sacrificing some mid-game potential in return for "half an ascension" that kicks in on day 1. In a snowbally game like Stellaris, that can actually be a wise trade-off, especially if you're playing a more aggressive build (thematically it obviously goes well with Fanatic Purifiers, for instance). That fact that it's a civic and not an Origin also gives you various options to turbo-charge the early game (although Clone Army might be taking it a bit far if you end up stuck with 100 "perfect" pops forever).
I get that, but it just feels overly situational for a civic. Like, since you're blocked from genemodding, the +2 that you get from the biological techs are useless to you during the game. So the +2 that you get at the start isn't really a bonus so much as a loan on those points with the expectation that the earlier start will make it more advantageous. And the trait picks aren't bad either. But you can get a lot of trait picks and points during the game and from other origins like Overtuned, ascension paths, and relics that if another empire was playing the exact same way but without the civic, they would get all that and be able to genemod and build a better species and snowball even faster without it. At least that's the way I see it.

Not only that, but my complaint isn't just about the power mechanics of the civic but there's also the flavor aspect and cool mechanics of the ascension paths that you're missing out. You don't get to do any of the cool auto-modding features they're adding for free. You don't get to graft genes from leviathans on your species. You don't get to explore the shroud and mess with higher powers that blow your leaders heads off from time to time. You don't get to utilize any of the cool new features added to cyborgs and synths in this DLC.

And that to me is a big ask. I'm not saying that the civic shouldn't have restrictions, but I am saying you're giving up a lot of power and really cool features for what feels like a very vanilla playthrough. The reason why I suggest the super-trait and/or the unique tradition tree to the civic was to give the civic their own unique little path so they would have something else to make up for it.
 
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I'm excited to see the new Kilostructures. However, I can see an issue with a cap of 5 that does not change. I would like to see the kilostructure cap change based on starbase cap. Say the kilostructures and starbases have seperate caps that are +1 per 10 systems, +1 per 10 colonies. You won't have a ton, but it would make them more relevant on the largest maps.
 
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Love the kilostructures. Just what Stellaris needed! Such a clever, original idea! ;P

Really like the paperclip Machine Empire. I also like that you can turn those consumer goods into a spire of self-replicating consumer goods to mine. Presumably technology of the future has replaced planned obsolescence with self-repair bots?
 
Silly request: can obsessional directive provide score for excessively exceeded quota's?

The idea of winning the game by producing absurd amounts of paperclips is very funny to me.
 
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