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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.
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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.
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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.
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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.
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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.
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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.
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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.
 
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Similarly, Machine pops cannot function outside of a Machine Empire, and will break down and be destroyed over time.

What about if there were an option to convert them into robot/droid/synths for empires with that tech? I mean most of the bodies are usable equipment; only the main control units need replacing.. Similar to assimilation for regular organics I guess? Maybe slowly draining engineering research while ongoing I dunno.
 
Very nice! We can even see a new background room for AI empires. But have we new cities and ship set for synthetics? Looks like the Ai is using regular mamalian one.
 
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Would be cool if there was a civic to have factions/optional good robots.

More unity and tech, but a risk of having those pesky goody two shoe autobots getting in the way of purging and galaxy conquest.
 
Looks very interesting! :)
 
@Wiz: If a bio-trophy pop's planet is conquered by an organic civ which grants decent pop rights (e.g. a Democratic Crusader), will the former bio-trophy see the planet's new owner as a conqueror, a liberator, or something else? And will there be any re-adjustment period for those who've grown used to the Mandatory Pampering?
 
I don't think it works that way. As far as I understand you are not click a button and all free tiles are filled with robotsto be built. You click on a button then click on every free tile.
So instead of click on a tile=>click on a robot, which means 50 clicks for 24 tile planet, you'll be forced to clikc on a button=>click on 24 tiles once to fill it.
It's the same lazy and cheap design but not as degenerade as before.

On the other hand, having it be all tiles or a single one would be a major pain in the ass. If I only want to be a few droids because I want to save minerals for a ship, then I only have to select the build droid option and select which tiles.

Hopefully there's also a 'build on all tiles' option too, though that'd probably be more of a late game thing.
 
Since machine civ cannot build farm, how does rogue servitor feed their bio-trophies? Or those are on perma-starvation?
No need to worry, the Custodians have obviously developed a good way to provide organics with nutritious food.
 
Since machine civ cannot build farm, how does rogue servitor feed their bio-trophies? Or those are on perma-starvation?
they have special, 6 (lvl 1, i dont know if it has additional levels?) food producing nutrient paste buildings
 
I was wondering, will machine empires have a different event chain considering the Cybrex precursors? Maybe the possibility for an ethics shift or for the exterminators "where they failed, we will succed"? The Cybrex are by far my favorite eventchain.
 
On the other hand, having it be all tiles or a single one would be a major pain in the ass. If I only want to be a few droids because I want to save minerals for a ship, then I only have to select the build droid option and select which tiles.

Hopefully there's also a 'build on all tiles' option too, though that'd probably be more of a late game thing.
Yeah because "enable\disable synth growth" is clearlly not what this game need and insanely hard to implement. Devs surely don't want to steal the pleasure and joy of manual synth building from the players.
 
I really appreciate that there are distinctive options for designing the machines empires. Particularly the rogue servitors that I find fascinating, it reminds me of Ergo Proxy.