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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 there be an easy way to find a proper place to build an arc furnace? Going through all systems and looking if there is a molten world then counting the possible celestial bodies that would be affected and to do that for so many systems to find the best place sounds like pain. Looking for frozen worlds and ice asteroids to harvest for ocean expansion is horrible already, but it sounds even worse for arc furnace.
 
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Will there be an easy way to find a proper place to build an arc furnace? Going through all systems and looking if there is a molten world then counting the possible celestial bodies that would be affected and to do that for so many systems to find the best place sounds like pain. Looking for frozen worlds and ice asteroids to harvest for ocean expansion is horrible already, but it sounds even worse for arc furnace.

Finding the best place to build Habitats can be somewhat of a pain as well, since it could depend on exactly what you're looking for... are you looking for somewhere with a ton of planets (for Industrial districts), with lots of separately mined resources (where 3 2minerals are much better than 1 6mineral) for a lot of mining/energy/research habitat

That said, I'm having somewhat of a difficult time how it could be communicated from an UI/UX viewpoint
 
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Now that a new player crisis path is being added, perhaps it would be a good time to consider renaming Become the Crisis to something more distinct and more in line with other ascension perk names. It could help avoid (new or returning) player confusion. Also, it is more or less the only ascension perk that has a verb in the name; it does not fit in with the others.

Perhaps "Nemesis", after the DLC it is part of?
(I suspect that label is also already translated, as part of the feature that displays owned/non-owned DLC content.)

3.12 renames it to "Galactic Nemesis".
 
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Not sure why you believe it would require such?

"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." due to this statement, I interpreted this as these traits for bio-ascension and cyborg ascension are locked behind the ascension. I do believe they need to clarify this though.
 
"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." due to this statement, I interpreted this as these traits for bio-ascension and cyborg ascension are locked behind the ascension. I do believe they need to clarify this though.

No need for them to clarify it, they've done it already in the dev diary

Vocational Genomics [Biological Auto-Mod] becomes available with the Targeted Gene Expression technology, and the others are immediately available once you have access to the appropriate category of traits.

And Alfray later on commented this

You can stack multiple auto-mod traits on the same species - so an Overtuned empire with Cybernetic ascension can stack the genetic, cybernetic and overtuned auto-mod traits
 
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It doesn't look like bio ascension actually has its own specific auto-modding trait (Vocational Genomics sounds like a basic bio trait thing, albeit requiring a rare tech), and it would in any case be difficult to design one to cover all traits, since the advanced bio traits do various strange things, often with high point costs, only some of which obviously link to a particular job. Hopefully at least the cheaper, obviously job-linked traits (such as Natural Machinist) get added to the generic auto-modding pool once you gain access to them.

Something that should be much simpler to auto-mod though, which I didn't see mentioned, is climate preference. Avoiding habitability penalties is much more impactful than most basic productivity traits, and on paper it's an "easy" adaptation once you have the tech to change climate preference (no trait point cost, no ascension restrictions), but it becomes very tedious to manage manually when you have pops resettling across different planets according to where the jobs are that you need them to work. As long as the pop has normal climate preferences (i.e. no Aquatic or Void Dweller trait, no exotic preference like Tomb World), it would be very easy to just auto-mod pops to have the preference of the planet they live on.
 
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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.
The guided sapience civics prevent you using normal colony ships, so you can't just build regular colony ships of the new species. Unfortunately.
 
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The guided sapience civics prevent you using normal colony ships, so you can't just build regular colony ships of the new species. Unfortunately.

Nothing says that you can only build Genesis Arks with your original species

at the face of it, the only difference between Arks and Colony ships is the spawning of 3 pre-Sapients and costing more to build
 
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3.12 renames it to "Galactic Nemesis".
Hopefully this isn't overly nitpicky, but I feel like this is not a particularly helpful rename. Not that 'Become the Crisis' is good in a universe with multiple empire crises, but that 'Galactic Nemesis' still seems to describe basically any empire crisis, i.e. the whole galaxy hates you. It's also not particularly evocative of the 'we plan to kill the stars to tear a hole in reality so we may be as gods' theme.

Perhaps something along the lines of "Builders of the Great Engine", or "Aetherophasic Threat"?
 
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I just realized...is the guided sapient civics the reason that pre-sapients counting towards population count for capital upgrades was fixed? From what I understand that was in the game for a VERY long time and surprised a lot of people that it got patched
 
I think natural design is really cool in concept, but I think it should have a unique trait 0 cost one to offset all the special traits ascensions allow for or give. That is the one thing I believe its missing, I suggest a Unity based one, maybe all pop even unemployed produce unity.
 
Will there be an easy way to find a proper place to build an arc furnace? Going through all systems and looking if there is a molten world then counting the possible celestial bodies that would be affected and to do that for so many systems to find the best place sounds like pain. Looking for frozen worlds and ice asteroids to harvest for ocean expansion is horrible already, but it sounds even worse for arc furnace.

Anyone wanna fade me on a bet that it resembles the Major/Minor orbital dance that all of us who live and die by that dance don't really enjoy?
 
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I think natural design is really cool in concept, but I think it should have a unique trait 0 cost one to offset all the special traits ascensions allow for or give. That is the one thing I believe its missing, I suggest a Unity based one, maybe all pop even unemployed produce unity.
If you don't take an ascension that means an extra tradition tree you can take, I think the balance should be in there and the playerbase will voice their mind soon after release. If it ends up being too underpowered it can be buffed later.
 
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