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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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Will the automod trait be stackable? e.g. if i have enough modification points, can i apply adaptive frames twice? (so that when working as clerks for example automod the tradebonus and the amenity bonus ?)

Lets answer your question by another question that effectively ask the same

Can i add Intelligent on my species twice?

No.

What you can do (confirmed by dev) is add the Vocational Genomics (Biological Traits), Universal Augmentations (Cybernetic Traits) AND Fleeting Excellence (Overtuned Traits) on the same pop
 

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.

View attachment 1110182
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."
Called it:

I'd much rather see a "Purity" Ascension Path where the whole point is "not defiling the sacred temple of the flesh but rather elevating it's natural perfection to might beyond the stars" where like, you get unity and trade value buffs and casus belli against other ascension paths
Sounds like we have a Beyond Earth fan.

Purity has a ton of potential, as currently taking an ascension path that totally transforms your species is basically mandatory.

I'd argue it might be better as a permanent civic rather than a full-fledged ascension path, but the general idea of rejecting the transformations brought on by the other ascension paths is unexplored territory.
 
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MegaCorp empires should get a special CB against paperclip optimizers, to raid them for office supplies.
 
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Extremely specific situation, but imagine Dragon's Hoard planet with a fully upgraded Arc Furnace and Cybrex Mining facility in the system:
Base mineral output: 30 + 3 (furnace)
Base energy output: 30
Base alloy output: 2 (furnace)
Multiply by 3.5: Base +100% (cybrex facility) + 100% (furnace) + 50% (techs)

115,5 Minerals
105 Energy
7 Alloys

All that not counting the other planets and asteroids in the system, each adding 10,5 Minerals and 7 Alloys.
I don't remember if Dragon's Hoard system is prescripted, so for an average sized system I predict something around 150 Minerals, 110 Energy and 30 Alloys total, more than paying for itself :D

I can also imagine the Furnace + Cybrex combo helping with other systems containing strategic resources (Gases, Crystals and Motes, not the other ones as those use research stations if I'm right). That anomaly that gets 4 Crystals would output 14 instead :)
 
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So about auto-modding:
The 1 month adapting period per Pop per Planet is so short i don't really get why it's even in. Usually new buildings/districts provide 2 new Jobs and - unless you provide New Jobs or ritualisticly resettle/unemploy everyone to remind them of their insignificance - Pops won't change their Jobs (mostly).
So 2 month for them to finish adapting, thats like a quarter of the time it takes to finish the next building/district. You can't really get to the point where the waiting period matters unless you really try or have just applied the trait to your species.

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

Oh and If you want to reduce trait micro please let all Gene ascended empires assemble any of your templates with Clone Vats, regardless of already having that species-template on that planet. Just making a seperate growing & cloning species is sooo tedious:
1) create cloning Template
2) choose a low pop Planet and apply it
3) resettle one Pop of that planet to all other planets
4) make habitation preference changes (If necessary)
5) Set the Pop assembly to the correct template for each planet
6) Look envious at other ascendancies
Mass migration, and to allow pops to settle into their jobs? I've had some cases of pops switching around *a lot* before finally settling into their jobs. I've also sometimes had dozens of pops seem to move at once when opening new sections on ringworlds, all of which will need to adapt.

It also means that whatever is checking and adapting the pops is doing less work each month, rather than checking and trying to adapt *everyone* on the planet at once, every month, and thus (hopefully) less lag from calculations.
 
I believe events can still modify your species.
Be neat if there was a special situation that arose whenever this civic ended up with modded variants in their empire.

You know, I could see an argument for allowing Psionic pops/ascension. You're not really modifying your pops you're merely awakening an ability that was already there. Like learning to wiggle your ears.
 
but I fail to see how the output of an Arc Furnace is worth the 100 energy upkeep.
I also thought this, but this adds 3 mineral/2 alloy to every non-star (and non-moon possibly) body in the system. In a big system? Get 30 minerals and 20 alloys for 100 alloys (increased from 3/2 to 6/4 by the 100% mod) without any other mining station mod is already fairly worth. anything above that is a huge boost (considering it's popless income even more so)

imagine the impact on megacorps.
 
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Okay, so, detailed thoughts:

Guided Sapience!
Love the idea! Not sure what real benefit it might have. Yeah, we get unity for it, and a guaranteed way to make it happen once per planet, but how much unity could it provide to be worth writing home about? Also does it generate a new species every time? Won't that ramp up the endgame lag something fierce?

Natural Design!
Love this idea too, and how it's implemented! It's like the Purity affinity path from Beyond Earth, and variety is always lovely. Someone else already asked, but there was no answer, so just to be clear: do the trait points and trait slots also apply to secondary starting species? I can't imagine it wouldn't, honestly, as-written and from a game design standpoint, but I imagine a lot of us would love to have that confirmed one way or the other.

Obsessional Directive!
Adore it. To pieces. No notes, can't improve upon perfection, and perfection is the paperclip.

Diplomatic Protocols!
I do like that there's now a version of this for machine gestalts, however: will Pompous Purists also be buffed a bit to make it comparable, or is it considered good as-is?

Tactical Algorithms!
Love this one too, a gestalt machine civic that loans out commanders to the benefit of the homeland is outright inventive... and it exacerbates an issue I have that I'm sure other people share: I wish there were more sources of Mercenary Enclave capacity, some way to acquire it outside of the Galactic Community. Maybe adding Mercenary Enclave capacity to some tradition trees, or a new tradition tree altogether? Honestly "proud warrior mercenary culture" is such a sci fi archetype that I'm surprised it isn't a tradition tree already, now that I actually think about it.

Augmentation Bazaars!
Lovely idea, but the execution needs... workshopping. Randomizing traits is irritating game design that will cause players to reroll because it either will or won't mesh with their build. And it's a weird decision for this civic in particular, which is clearly geared towards trade builds, to have one third of a chance to have Superconductive, which is a trait geared towards normal worker energy generation. I understand that giving them Trading Algorithms would make sense thematically, but could be seen as overpowered (I'm not sure it actually would be, since trade builds have taken so many hits lately and seem to still struggle to get off the ground). Maybe the solution here is an outright new, unique cybernetic trait. Something like... "Body Electric" - pops with it get a multiplicative buff to their passive trade generation from living standards. The civic describes augmentations "no matter their income," so why not have a trait that scales with their abstract income (besides the time and labor to program it)? Would this make the Bazaars a more reliable, cybernetic version of Gospel of the Masses? Yes. Yes it would. Gospel of the Masses needs a more beefy buff to be worth the civic slot, too, so this would be a two birds one stone (two stones?) kind of situation. Just spitballing ideas, but that aspect of the Bazaars really needs a change, and that's what I've got. Also a bit confusing that they get a special Holding and not a special Corporate Building.

Kilostructures!
Very unique ideas to make actual use of star system geography! Hope we have some QoL for that off the bat, like being able to see what systems would be best for them at a glance, so that we don't have to beg for such a thing from the Custodians down the line.

Auto-Modding!
Not what I was expecting/hoping for, but I do think it really could work. It definitely cuts down on micromanagement by creating a catch-all trait for production bonuses. It is a shame that we still don't have a way to assign templates for immigrating pops so we don't have to keep doing Modify Species projects over and over, though, which is the biggest, bleakest circle of micromanagement hell. Still have "Modify Species projects are a situation and not a research sink" on my wishlist, personally, but this is a huge step in the right direction all the same!
 
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I also thought this, but this adds 3 mineral/2 alloy to every non-star (and non-moon possibly) body in the system. In a big system? Get 30 minerals and 20 alloys for 100 alloys (increased from 3/2 to 6/4 by the 100% mod) without any other mining station mod is already fairly worth. anything above that is a huge boost (considering it's popless income even more so)

imagine the impact on megacorps.

praying there is a space fauna accident that pisses off the philes and leads to a situation where you can retrofit with safety protocols for one timer unity bump or set a lure for ongoing incidental food production.
 
Tactical Algorithms
Some machines were designed to study war in all its forms.

1712285378599.png

I love things like this (sadly though, I prefer organic, individualist empires).

Can we add sell-/rentable leaders to either Barbaric Despoilers (Varangian Guard) or Warrior Culture ("A few of our strongest warriors stand ready to lead your fleets into victory"), too ?
And while we are at it, maybe make an Officer Exchange federation law, pretty please?
 
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I only have one bad thing to say about Natural Design: The icon shouldn't have a robot on it. Sure, they don't want to be them, but they're already perfect, why wouldn't their glorious, perfect visage be the crest they wear?
 
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I only have one bad thing to say about Natural Design: The icon shouldn't have a robot on it. Sure, they don't want to be them, but they're already perfect, why wouldn't their glorious, perfect visage be the crest they wear?
I guess it's a robot because "design"? also which alien character should they go with? the argument could be made that if you pick one specific alien then it's not appropriate for all the other aliens who would have to identify with that non-perfect loser on their civic icon
 
Lets answer your question by another question that effectively ask the same

Can i add Intelligent on my species twice?

No.

What you can do (confirmed by dev) is add the Vocational Genomics (Biological Traits), Universal Augmentations (Cybernetic Traits) AND Fleeting Excellence (Overtuned Traits) on the same pop
Presumably you could also mod a species to have Intelligent + the Auto-Trait. If you put those pops into a Research world, the auto trait would adapt to become Intelligent-like, effectively doubling your Science output per that pop that way.
It's a lot of points to do it, but it could work.
 
Okay, so, detailed thoughts:

Guided Sapience!
Love the idea! Not sure what real benefit it might have. Yeah, we get unity for it, and a guaranteed way to make it happen once per planet, but how much unity could it provide to be worth writing home about? Also does it generate a new species every time? Won't that ramp up the endgame lag something fierce?
I think the benefit of guided sapience is that by uplifting, you will always get a species with maxed habitability for its planet, and it will get the +10% permanent happiness bonus on the primitives and the primitive traits which are generally very good.
So by colonizing and uplifting in one desert planet you immediately get unity and come up with a species that has full desert habitability on the spot and you don't need a migration pact or anything. You don't need to do the same on other desert planets, you could just build regular colony ships of the new species.

It seems pretty good for a slaver empire, although you could go with a xenophile empire that acts as a "creator race"
On top of that, you can set up their ideology from the go.

So with some investment in biology research to get uplifting presapient tech, you could ignore habitability and be able to colonize everything.

I wonder if you could use this to manufacture your own "Tomb world preference" species.
 
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