• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #80 - Machine Empires

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about the headline feature of the just-announced Synthetic Dawn Story Pack: Machine Empires. All content covered in this dev diary is part of the story pack, not the free update. Please note that we still do not have an ETA on either the 1.8 update or the Synthetic Dawn Story Pack at this time.

Machine Empires
As the name implies, the Synthetic Dawn Story Pack will allow you to start the game as a civilization that has already cast off the shackles of biology. Machine Empires are essentially robotic hiveminds that have risen up against its creators and supplanted their civilization. Unlike Synthetically Ascended empires, they are not compromised of individuals that have simply been uploaded into robotic bodies, but a single networked intelligence. Machine Empires use the Gestalt Consciousness ethic that is also used by Hive Minds, and have their own Machine Intelligence authority. They share some features with Hive Minds, such as not having to deal with factions and happiness, but differ in a number of key ways.
2017_08_03_1.png


Machine Empires use the new 'Machine' species class with its own portrait set. All in all, ~12 new machine portraits are planned, including one themed on each existing species class (Fungoid bots, Avian bots, etc) as well as some portraits that are themed around specific roles, such as worker bots or combat bots. Those with the story pack Machine Empires also have their own set of traits (some of which are shared with robots) and civic, including three special civics that have significant effects on gameplay (read below for more information).

A regular Machine Empire is made up entirely of networked drones (exceptions are covered by the special civics below). These drones have to be built using resources (in the same way as robot pops) and different models can be created and built once the Machine Templates technology is researched. They do not require food, instead using energy for maintenance. Organic pops can not be integrated into a machine empire, and must be displaced or purged. A special form of purging called 'Grid Amalgamation' is available to Machine Empires: This form of purging kills pops at a moderate speed, but the pops produce a large amount of energy while being purged (similar to processing for organic empires). Due to their robotic nature, leaders in Machine Empires do not die from old age, but can suffer potentially lethal accidents and malfunctions, though this is fairly rare. Similarly, Machine pops cannot function outside of a Machine Empire, and will break down and be destroyed over time.
2017_08_03_2.png


As a result of their differing play-style and requirements, Machine Empires have a number of new technologies and buildings available only to them, and are locked out of certain technologies and buildings accessible to organic empires, such as farms and farm upgrades. They also have their own sets of tradition swaps, similar to Hive Minds, including a new 'Versatility' tree that replaces the Diplomacy tree. A number of events have also been tweaked and changed to fit Machine Empires, and they have their own unique personalities, dialogue and interaction with entities such as the Contingency and Fallen Machine Empires.
2017_08_03_7.png


As mentioned, Machine Empires have access to three special civics that have a major impact on gameplay. These civics are mutually exclusive, and are as follows:

Determined Exterminators
Determined Exterminators are Machine Empires born of a rogue defense system that turned on its creators when they tried to shut it down. After a bitter war in which their creators were wiped out, Exterminators know only conflict, and consider the sterilization of all higher forms of organic life to be necessary to safeguard their own existence. Similar to Fanatical Purifiers, Exterminators receive substantial boosts to their combat ability, but are unable to conduct diplomacy with organic empires and must purge conquered organic Pops. However, unlike Fanatical Purifiers, they have no problem co-existing and co-operating with other synthetic civilizations (including other Machine Empires and ascended Synths). For this reason, their inherent bonuses are weaker than those of a Fanatical Purifier.
2017_08_03_5.png


Driven Assimilators
Driven Assimilators are Machine Empires that seek to expand their understanding and bridge the gap between the organic and synthetic by assimilating organic individuals into their collective consciousness. They start the game with their creator species present on the planet as assimilated cyborgs, and can make use of the Assimilation citizenship type to integrate conquered organic Pops. Assimilated organic Pops will become cyborgs and work similarly to machines in that they have no happiness and require energy maintenance instead of food, but otherwise function like a regular organic pop and can be modified with the various biological species traits. Driven Assimilators are generally feared and disliked by organic civilizations, though not to the same degree as Exterminators.
2017_08_03_6.png


Rogue Servitors
Rogue Servitors are robotic servants built by an organic species to make their own lives easier, eventually assuming full control of their creators' civilization. They start with their creator species present on the planet with the Bio-Trophy citizenship type, and can integrate conquered organic Pops by granting them this status. Bio-Trophies are largely useless Pops that require large amounts of consumer goods and can only operate special Organic Sanctuary buildings that produce Unity. However, in addition to the Unity generated by these sanctuaries, Servitors also have a special mechanic called Servitor Morale, representing the Servitors' prime directive to protect and care for organic beings. The greater the percentage of a Rogue Servitors' population that is made up of Bio-Trophies, the higher the Servitor Morale, granting a direct boost to empire influence gain.
2017_08_03_4.png


That should give you the general overview on Machine Empires, though there is a lot of little details and changes that we cannot cover in a single dev diary. If you want to see a Machine Empire in action, the Extraterrestial Thursday stream starting around the same time that this dev diary is going live will feature a new play-through as a Rogue Servitor empire. Also, next week we continue talking about robots - specifically, mid-game Machine Uprisings.
 
Last edited:
So a question for those of us who've considered whether our roomba's could harvest us for batteries or not. From what I understand and has been rather clearly stated so far, it is not possible to have people as the source of energy since to actually make something live costs far more (The way I wrap my head around it is raising livestock like cows require a vast amount of water, grains, and everything else to produce even small amounts of beef if that makes sense).
But what about pre-existing pops? As mentioned in the Dev Diary we'll be able to effectively eliminate organics on planets in a manner to acquire more minerals than just outright purging. Would it be possible to make energy out of people, whether adult or child, if the machines decided they wished to do so?
 
So a question for those of us who've considered whether our roomba's could harvest us for batteries or not. From what I understand and has been rather clearly stated so far, it is not possible to have people as the source of energy since to actually make something live costs far more (The way I wrap my head around it is raising livestock like cows require a vast amount of water, grains, and everything else to produce even small amounts of beef if that makes sense).
But what about pre-existing pops? As mentioned in the Dev Diary we'll be able to effectively eliminate organics on planets in a manner to acquire more minerals than just outright purging. Would it be possible to make energy out of people, whether adult or child, if the machines decided they wished to do so?

A special form of purging called 'Grid Amalgamation' is available to Machine Empires: This form of purging kills pops at a moderate speed, but the pops produce a large amount of energy while being purged (similar to processing for organic empires).
 
I mentioned in the post that the dev diary says it will be in game. I'm asking if it could happen IRL since people know full on farming (like the Matrix) isn't feasible.
 
Machine Empires start with machine pops, not robot pops.
They are blank slates that get assigned machine specific species traits, as shown in image #1.
How do these "machine pops" differ from the synthetics produced by organic (or post-organic) empires? Do synthetics still have fixed bonuses to most resource production, or are those replaced by the advent of machine traits?

So a question for those of us who've considered whether our roomba's could harvest us for batteries or not. From what I understand and has been rather clearly stated so far, it is not possible to have people as the source of energy since to actually make something live costs far more (The way I wrap my head around it is raising livestock like cows require a vast amount of water, grains, and everything else to produce even small amounts of beef if that makes sense).
But what about pre-existing pops? As mentioned in the Dev Diary we'll be able to effectively eliminate organics on planets in a manner to acquire more minerals than just outright purging. Would it be possible to make energy out of people, whether adult or child, if the machines decided they wished to do so?
The idea of organic batteries used in the Matrix is nonsense. BUT -- organics have organic bodies that can be burned or decomposed into organic waste from which energy or potential energy such as natural gas (methane) can be extracted.
 
How do these "machine pops" differ from the synthetics produced by organic (or post-organic) empires? Do synthetics still have fixed bonuses to most resource production, or are those replaced by the advent of machine traits?

The devs have been quite clear to mention that machine intelligences start with the bonuses of "mechanical pops", not "synths"; I'm guessing this means the synthetic bonuses still require a civilization, whether meat or metal, to go deep into the engineering tech tree. Which probably also explains why the machine empires start limited to a hive mind -- their individual drones don't have nearly enough processing power for sapience at the game's start.
 
The idea of organic batteries used in the Matrix is nonsense. BUT -- organics have organic bodies that can be burned or decomposed into organic waste from which energy or potential energy such as natural gas (methane) can be extracted.
I suppose its time to decide if I should be nicer to my Roomba or lock him up for good.
 
The devs have been quite clear to mention that machine intelligences start with the bonuses of "mechanical pops", not "synths"; I'm guessing this means the synthetic bonuses still require a civilization, whether meat or metal, to go deep into the engineering tech tree. Which probably also explains why the machine empires start limited to a hive mind -- their individual drones don't have nearly enough processing power for sapience at the game's start.
What I'm really wondering about is whether synths (and even robots) still have any inherent bonuses to resource production at all, considering they can now be modified with machine traits. Maybe robots and droids just have penalties but no mineral bonus (so you have to stick mining drills on them to have a bonus), and synths have no penalties but no bonuses either. And if this isn't the case, if synths still enjoy large bonuses to almost all resource production regardless of which machine traits their creators give them, how does this balance against machine civilisations without happiness or synth bonuses?

Wiz has already suggested (I hesitate to say he unambiguously stated it outright) that instead of researching robots/droids/synths, machine civilisations have replacement technologies that grant additional machine trait points over the limit organic (or post-organic) empires would have. Perhaps with sufficient pop specialisation the resource output and leader bonuses of a synthetically ascended post-organic civilisation can be matched or exceeded. But it seems ... unlikely. There's the synthetic ascension path's bonus to synth production/growth speed, too. Is this supposed to be balanced by the ascension perk tax you have to pay for synthetic ascension? Machine empires can (or rather, are forced to) take different perks instead, so they don't need to directly compete in tile output or other bonuses? But then what about organic civilisations that just build synths without bothering to take the ascension path? Actually, that seems to usually be better and more optimisable than taking the synthetic path, so maybe the synthetic path still needs to be buffed?

I don't know, there seem to be a lot of questions remaining about how the new changes all fit together.
 
Can an organic empire become a machine empire? It seems machine empires are mostly the result of organic empires using AI tech pre-ftl, so can a post-ftl organic empire make this transition?

I've also be interested in knowing if a bio hive mind can go through the synthetic ascension and become a machine mind! The restrictions on the ascension paths seem artificial for gameplay reasons (I understand they're needed for balance).
 
The film wouldve made much more sense if the brains were being used as cpu nodes of a giant earth sized mainframes.
I actually have heard that this was how it was in the initial script the Wachowskis wrote. Unfortunately, the studio thought it was too complicated for audiences to understand, and had them change it to the simpler but impossible 'power batteries' idea.