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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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I wouldn't mind seeing the generic bonuses to pop jobs removed and replaced with something else, or something else added as new traits. I personally find most of the traits affecting pops pretty invisible during the game.

Maybe there could be more variety of traits with more effects. Eg. traits which would also add bonuses or penalties during diplomacy, special events affecting pops with traits or planets where large amount of pops have the trait, more special leader traits based on the species and so on.
 
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I wouldn't mind seeing the generic bonuses to pop jobs removed and replaced with something else, or something else added as new traits. I personally find most of the traits affecting pops pretty invisible during the game.
Definitely, on most cases they are pretty invisible due to the relatively low base output of the job and how it disappears among many other bonuses from techs and such. It has been like that ever since the economy rework of megacorp. A few edge cases are still very effective like machines with superconductive due to the very high base output of the job at 8 energy.
If you can opt for more pop growth or more efficient amenities it is often the better choice.

Over the years some have proposed basic traits to boost base output instead by something like 0.5 or 1. Until that rework happens if ever, the individual traits won't be as impactiful.
 
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How does the Arc Furnace interact with habitats and orbitals? Is it like a planetary ring where you can't build a habitat around a molten world that has an Arc Furnace? Will already built habitats gain the resources from the Arc Furnace after the fact?
 
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Over the years some have proposed basic traits to boost base output instead by something like 0.5 or 1. Until that rework happens if ever, the individual traits won't be as impactiful.

While these would be more powerful I don't think the traits itself would be very visible either and balancing might be hard. I don't interact with pops directly very often so even the base increase would not be very noticeable in other parts of the game - though obviously it would increase resources the planet produces.

I'd rather see more traits which affects leaders, diplomacy, factions (at least if they ever get reworked, currently some traits give minor ethic attractivness for some factions but it is very minor in most cases), events and so on. For example a species could have trait which describes them as evolved from their planet's bird analogues. It could give their military leaders bonuses to fighter operations and penalty to ground warfare.

In addition, some of the traits could be "background" traits. The origin describes the empire's history but "background traits" would describe the species' biological history.
 
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Why do the genesis civics buff terraforming speed? If you're uplifting the presapients, you won't need to terraform, as you'll already have species that match. If you aren't uplifting them, terraforming will kill them.
 
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I have 2 questions:

1) Will Auto-Modding not create a new species every time it triggers? And will all those different pops not appear in the empire species list? I like the idea in general but this could make it very tedious if you decide to change species rights.

2) I don't really get what's the point of Guided Sapience civis. Civics are valuable and rare. With this one it seems you can only make it work IF you find a planet with pre-sapient life forms which doesn't happen too often. And the what? You shoot your arc on it and you have a planet with 3 pops with random traits and a little unity and science boost? And you trade that in for regular colony ships? It doesn't seem worthy enough to sacrifice a civic slot for that other then the case someone wants to RP such an empire.
Sorry, but from how I understand it I think there are really more important problems going on with Stellaris then spending development time on such a random civic. Like the lack of meat ships, for example.
 
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2) I don't really get what's the point of Guided Sapience civis. Civics are valuable and rare. With this one it seems you can only make it work IF you find a planet with pre-sapient life forms which doesn't happen too often. And the what? You shoot your arc on it and you have a planet with 3 pops with random traits and a little unity and science boost? And you trade that in for regular colony ships? It doesn't seem worthy enough to sacrifice a civic slot for that other then the case someone wants to RP such an empire.
Sorry, but from how I understand it I think there are really more important problems going on with Stellaris then spending development time on such a random civic. Like the lack of meat ships, for example.

The Genesis Arks spawn 3 pre-sapients on colonizing

As of whether it's actually useful, is another question
 
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If you get uplift tech then every colony starts with 4 pops, 5 with expansion tradition and 3 of them come with the exact planetary preference for the colony. Thats a big head start for colonization.
 
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The discussion about machine age had me thinking, maybe it is better to add a toggle in empire design overlay, that determine the design of machine leaders. Shoud it have Planned Obsolescence, or try to serve but suffer from random breakdown due to No-Cloning Theorem?

It is not a FTL dilemma where it should play a vital role in strategization, so I guess it should be fine.
 
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I don't agree with the "Overtuned is a special origin, so it's ok if 2/3 of its special origin traits are dead on arrival" logic.

For Overtuned, cyborgs and robots/machines, the solution might well be to just get rid of some static traits if they are indeed obsolete, to reduce the amount of clutter in the species modding tab. For the latter two, we could instead have some more interesting static traits unlocked by the respective ascensions that aren't something you would auto-mod (e.g. traits that switch up what kind of upkeep the pop uses, and cyborg and robot lobotomy traits akin to Nerve-Stapled). For Overtuned, automodding is quite a big buff, so the origin wouldn't necessarily need any extra content to keep Toxoids DLC owners happy.
 
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One way around is giving the original specialized traits a small buff like -5% housing and amenities usage when working their favored job.
That should make early colonies a little more sustainable for specialized pops, while older colonies that have better infrastructure and more mixed jobs will largely benefit from the flexible production trait.
 
cyborg and robot lobotomy traits akin to Nerve-Stapled
Obedience chips?

Though for Cybernetic, it would kind of make sense if it just plain had access to the Nerve Stapled trait, or a version with a twist. Nerve Stapled is not exactly the pinnacle of genetic transmutation, it's just neurosurgery, and it would make sense if Cybernetic could accomplish the same effect too (in a Cybernetic fashion).

Alternatively, perhaps something that simultaneously reduces the pop's happiness BUT also prevents the pop from acting on it. -50% Happiness, but 50% minimum Happiness? Though perhaps that does not go quite far enough in the "cybernetic drone" direction, since a full analogue of Nerve Stapled should also block higher cognitive abilities.
 
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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.
Speaking of traits, will the Racket finally be made Cybernetic instead of Psionic in the Machine Age patch?
 
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Obedience chips?

Though for Cybernetic, it would kind of make sense if it just plain had access to the Nerve Stapled trait, or a version with a twist. Nerve Stapled is not exactly the pinnacle of genetic transmutation, it's just neurosurgery, and it would make sense if Cybernetic could accomplish the same effect too (in a Cybernetic fashion).

Loyalty Circuits already exists (not sure about power level - maybe there should also be a higher-cost version giving 20% or more happiness?), but removing sapience is obviously a more drastic intervention. Still, it seems strange that the full lobotomy option isn't available for cyborg/synth ascension. I suppose it's in the name of giving bio ascension something unique to play with, but it's a weird niche.

I agree that the name and description of Nerve-Stapled ought to be describing a cyborg trait. What would make more sense for bio ascension (and Overtuned) is a more extreme version of the Serviles trait. (Not sure how this should interact with Syncretic Evolution, but surely that origin should give some special insights into "domesticating" other species.)

As for robots, there may be ethical/political implications, but from a pure Engineering standpoint it should honestly be a free trait (i.e. no point or pick cost) to install an "AI shackle" that effectively demotes Synths to Droids. In any plausible in-universe understanding of the situation, you could literally have just carried on manufacturing Droids like you did before researching the Synths tech. The only reason you can't literally do that is limitations in the game engine, but those limitations are trivially overcome by using the trait system to distinguish the pops. For individualist machines it's a bit more complicated, but you would have thought that they could figure out the machine equivalent of "nerve-stapled".

Alternatively, perhaps something that simultaneously reduces the pop's happiness BUT also prevents the pop from acting on it. -50% Happiness, but 50% minimum Happiness? Though perhaps that does not go quite far enough in the "cybernetic drone" direction, since a full analogue of Nerve Stapled should also block higher cognitive abilities.

I mean that's pretty much what non-sapience means in practice, the pop is locked at 50% happiness. You could allow such pops to do more advanced jobs, but the added benefit is relatively limited, since the main point of removing sapience is to have slaves that can't revolt, and slaves are only good at Worker jobs or special slave jobs (even if they can technically do a few other jobs with Indentured Servitude).
 
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Nerve Stapled is a game design relic of the tie between slavery and bio ascension, it was a strong combination for years after Utopia (I don't remember if it existed before Utopia). "Synthetic" was a single trait (no robomodding), Psionic too, the focus was being generic, no need for pop modding. Slavers used to get less out of those generic bonus ascensions.
Psionic got better over the years to deal with slavery with buffs to Telepaths. Robot traits were introduced in steps, at first exclusive to machines and robots, then in the latest ascension rework Synth ascension got a little more editing and less emphasis on a generic Synth bonus.
Machine Age is another huge step and hopefully it will have Nerve Stapled for Synths, maybe in Modularity path which feels like a "Bio Ascension" for machines (it has unique Advanced Traits, none described yet).
 
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