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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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I don't really care about this.
It's just more "shiny" features that don't really improve the game.
In that case I'd say you should be happy that Wiz isn't holding you at gunpoint to make you buy it...
;)

I'll wager a guess that there will be more other stuff in the future - and maybe that will be more to your liking.
 
I have to voice my concerns about all this. The new patch sounds awesome, the DLC looks great. Stellaris keeps getting better all the time. But there are some trends in development that genuinely bother me. The game gets these ... spikes of content that flesh out some area of the game. Awesome! But then we're left with these other areas that just aren't as up-to-date or interesting. So now we wait for the next piece of DLC and patch to hopefully address that. This might be okay, it's just a function of time and cost, but compounding that is an idea takes off and then ... the team moves on. The shroud was cool, ascendancy was cool, megastructures were cool but ... well it's DLC-bound so what? Those are just done now? Each bit of content seems to have to sit alongside, but not touch, everything else.

I can't help but wish Paradox worked more like Firaxis in this regard. Instead of DLC and periodic content updates they just took a year off, went all out on an expansion and then released it. That's how we got Brave New World (which, for me, is the pinnacle of what an expansion pack can and should be). The DLC model with Stellaris seems like it would be a drain on development resources since now you have to support all these combinations of content, and like I said, they seem to be a 'one-and-done' situation. No DLC released to date has received any updates I know of except the original 'Deluxe' edition portrait got some color swaps. Every other piece of content has been standalone and besides a bug fix or two, no further integration.

Maybe Stellaris will be the best game ever in a few years, but with the way things are going its becoming a really, really uneven experience because it could be argued that the fundamentals aren't there yet. In fact, I'd go so far as to point out the big new hotness of hive minds and machine empires neatly sidestep this by ignoring a part of the game many players find lacking: diplomacy! So yeah, hive minds are an awesome addition and machine empires sound great but unless you are playing one of those it feels like there's nothing to see here and I have to be honest, that bothers me.

Enough that now it's like, why bother? It honestly feels like development of the game is treated like a modding project than a cohesive whole. It makes me want to uninstall Stellaris and check on it in two years like it's an Early Access project. I can't be the only one, but hopefully I'm the minority I guess.
 
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Did you miss the last... all the 1.8 diaries? Some of the recent ones were talking about improvements to hiveminds and ascended synthetics in 1.8. Those are Utopia features that are getting greatly improved and expanded thanks to new solutions and new functionality. And that's nothing new. Right after Utopia we got a patch that populated the galaxy with ruined megastructures that could be restored (building upon Utopia's megastructure construction mechanics) and existing ringworlds that had been present since 1.0 were retroactively updated to take advantage of that feature as well. And let's not forget Plantoids. Ever since its release, it's been treated like an integral part of the game and has been receiving the same updates as vanilla shipsets (megastructure support from, again, Utopia)

Thanks to the coding infrastructure of Stellaris, updating old stuff (even from DLC) is easy. It's potentially even possible that another DLC in the future could unlock the features of an earlier DLC and expand upon them, since all the code is in the game files, supplied by free updates, whether or not you own any paid content. DLC stuff doesn't sit in isolation, unable to touch anything else, that's just nonsense. It's coded in a way that allows it to interact with anything it needs to, outside or even across DLC.

Stellaris has some flaws but abandoning old content and features is NOT one of them. It's the first game I've modded that's actually kinda hard (in a good way!) to keep up with because updates keep coming, devs keep iterating on ideas and features that aren't perfect and every now and then end up redoing them from ground up, much better than before. This constant iteration, regular updates and the feeling of getting a fresh, improved experience every time a major updates comes out makes me believe that the game has a future and is destined to enjoy a long and profitable life, extended even further thanks to modding which also keeps getting more open and powerful with every big update.

And while you may not personally be interested in things like hiveminds and playable machines, a lot of people have been asking for those things since release. Probably since before release. Just like we'd been asking for more meaningful interactions with Fallen Empires before Leviathans, and buildable ringworlds before Utopia. The point is, everything you want is probably coming at some point in the future too. I can find a lot of things I'm looking forward to on the roadmap they posted some time ago (which they've been sticking to quite well ever since).

They obviously can't do everything at once but I think the exact order doesn't really matter because *every* new feature is important. Every new feature we're getting now potentially paves way for something we might get later down the line. As the game receives new functionality, more things become possible, new ideas are born, inspired by something that wasn't possible before suddenly becoming easy to code in.

Something seemingly as small and silly as the "enigmatic" attitude that hides the Ancient Caretakers' real opinion towards your empire is very likely going to be reused elsewhere in the future. It could be the perfect foundation for making first contact more immersive, it could even be utilised by improved diplomacy and espionage. Now that the mechanic exists, I'm pretty sure the devs have some very evil plans for it. And that's just one little thing that was needed for a minor feature of a machine-centric Story Pack.

And since you brought up Firaxis for some reason... In comparison, what has Civ 6 added since its original release? What meaningful improvements has it made? What future has it promised? Does Firaxis even communicate any time other than a week prior to putting out a new civ, one at a time?
 
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Did you miss the last... all the 1.8 diaries? Some of the recent ones were talking about improvements to hiveminds and ascended synthetics in 1.8.

Sometimes it can look as if old content is being ignored. For example Leviathans was a bland (Kill the monsters and go shopping), and we have not been told of any planed fix or update to this expansion. Some options other than "Shoot It!" would be nice for a start. Also Leviathans has not been intergrated into any existing content, other than Devouring Swarms cannot talk to the Space Shops.
There are balance issues with the 3 ascension paths (Synthetic>Biological>Psionic), which have been only briefly addressed. We have been told that the 1.8 changes will make Synthetic ascention stronger, so you can understand why there might be some worries. A Dev Diary addressing the balance issue would be nice (but its probably stuck as nothing can be done until the expansion numbers are final).

You can believe that the Devs are doing a good job and still point out parts the game you think are broken.
 
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The game struggles in a lot of areas, yes. Diplomacy and federations are rudimentary, interactions with other empires and neutrals leave much to be desired, ship combat is one dimensional, ground combat is irrelevant, leaders are underutilised and devoid of the slightest shred of personality.

But until recently, the same could be said about factions. They were reworked and are no longer dragging the gameplay experience down. Until recently I had the same complaints about Crises, they've gone in the right direction since and 1.8 is promising a complete rework of at least one of them. I see progress being made and I think it's reasonable to expect that the trend will continue.

As I said, they can't work on everything at once but what I have observed is they've been doing a good job improving and expanding underperforming aspects of the game one at a time, and I've been satisfied with the results. I hope they will continue to do so *while* still adding new content. Iterating on old stuff is important but it should never come at the expense of forward progress.

And I think PDX should continue to follow their own priorities because if they knee-jerk reacted to everything the community is obsessing over, they'd eventually just have to pit the Doomstack Doomsayers, the Sector Sect and the Federation Federation against one another in violent free-for-all and decide what to work on next by whoever's left standing n_n
 
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Until recently I had the same complaints about Crises, they've gone in the right direction since and 1.8 is promising a complete rework of at least one of them. I see progress being made and I think it's reasonable to expect that the trend will continue.

1.8 looks like its renaming the AI crisis while putting the real AI crisis behind the DLC.

Ad I think PDX should continue to follow their own priorities because if they knee-jerk reacted to everything the community is obsessing over, they'd eventually just have to pit the Doomstack Doomsayers, the Sector Sect and the Federation Federation against one another in violent free-for-all and decide what to work on next by whoever's left standing n_n

All that means is that they will prioritise what can make the most money if put in a DLC.
 
Oh yeah I totally bet that he needed your condescension to realise that.
Well, I am always happy to help.

Still, the spirit of the answer remains: There will always be stuff that you don't like - and that's okay. There is always hope for something more fitting for you in the future.
 
I have to voice my concerns about all this. The new patch sounds awesome, the DLC looks great. Stellaris keeps getting better all the time. But there are some trends in development that genuinely bother me. The game gets these ... spikes of content that flesh out some area of the game. Awesome! But then we're left with these other areas that just aren't as up-to-date or interesting. So now we wait for the next piece of DLC and patch to hopefully address that. This might be okay, it's just a function of time and cost, but compounding that is an idea takes off and then ... the team moves on. The shroud was cool, ascendancy was cool, megastructures were cool but ... well it's DLC-bound so what? Those are just done now? Each bit of content seems to have to sit alongside, but not touch, everything else.

I can't help but wish Paradox worked more like Firaxis in this regard. Instead of DLC and periodic content updates they just took a year off, went all out on an expansion and then released it. That's how we got Brave New World (which, for me, is the pinnacle of what an expansion pack can and should be). The DLC model with Stellaris seems like it would be a drain on development resources since now you have to support all these combinations of content, and like I said, they seem to be a 'one-and-done' situation. No DLC released to date has received any updates I know of except the original 'Deluxe' edition portrait got some color swaps. Every other piece of content has been standalone and besides a bug fix or two, no further integration.

Maybe Stellaris will be the best game ever in a few years, but with the way things are going its becoming a really, really uneven experience because it could be argued that the fundamentals aren't there yet. In fact, I'd go so far as to point out the big new hotness of hive minds and machine empires neatly sidestep this by ignoring a part of the game many players find lacking: diplomacy! So yeah, hive minds are an awesome addition and machine empires sound great but unless you are playing one of those it feels like there's nothing to see here and I have to be honest, that bothers me.

Enough that now it's like, why bother? It honestly feels like development of the game is treated like a modding project than a cohesive whole. It makes me want to uninstall Stellaris and check on it in two years like it's an Early Access project. I can't be the only one, but hopefully I'm the minority I guess.
]


Aye to a degree your touching on the main weakness of Paradox DLC model in general, seems more prevaliant with CK2. Great features that dont gt worked on enough cos its not for all consumers just those that bought.
 
1.8 looks like its renaming the AI crisis while putting the real AI crisis behind the DLC.

*facedesk*

the old AI crisis is going to be improved mechanically and renamed Contingency, and is still free.

the new AI crisis have thematic similarities and 'stole' the name, but otherwise doesn't have much in common with the old one.
 
Third special civic seems interesting, unlike two others, which are rehash of already existing stuff more or less.
P.s. don't tell me that they are going to have "autonomous drones" for science teams. It would be even more silly than in case of Hiveminds.
Servitors seems to have been influenced by Banks' Culture series. The Culture is a spacefaring civilization made up mostly of humans but run by benevolent AIs.

Great books by the way, Banks has written some of my all time favorite sci fi novels.
 
Am I the only one that thinks about "Matrix" type of slavery (docile organics serving as energy sources) to be added later?

Matrix type robots are covered well enough by Determined Exterminators with the Grid Amalgation purge turning organics into energy. I guess that ideally you would be able to start on a Tomb World with some starting organic pops that you are in the process of converting.
 
the Determined Exterminators is clearly a reference the terminator
as the name says exterminator and ruler name is xt in stead of tx
but is the 489 a reference the year that 1984 the year the first terminator takes place ?