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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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Will we be able to observe primitive

I purchased the last story pack for the story, not the mechanics.
Problem is "Story" wears off after a couple of games, but mechanics stay. It is just that the mechanics Leviathan added still has bugs and other gameplay problems to this day.
So I am more looking forward to the real mechanics they are going to add to this new DLC and machine empires are not a bad addition, at least in theory. What it actually plays like we can only know after launch.
 
Having played this game for many many hours, it is my opinion that playing the "nice" robots will be nearly impossible in the long run. you just wont be able to look after them all and no amount of influence or unity will beat an end game crisis.

however, the other 2 versions sound like they would be a romp.

this is a shame because the nice robots are the ones i am drawn to!
 
Personally I would have used Berserkers in place of Determined Exterminators for the name.

Personally I wouldn't, as berserker would mean they attack everything (or that you have machine that go around, showing they are badass fighter, by wearing bear pelt, which would explain the lack of a proper bear avatar, beside the one that serve as a fungus host =p), determined exterminator discriminate their target.
 
How will Spiritualist Fallen Empires feel about encountering synthetic species? I should hope they're less, uh, murder-on-sight-y than their current version is to ascended synths; be a nasty way for an early game to be cut short.
 
How will Spiritualist Fallen Empires feel about encountering synthetic species? I should hope they're less, uh, murder-on-sight-y than their current version is to ascended synths; be a nasty way for an early game to be cut short.

Well spiritualists are getting changed to allow them to use robots with no ai installed in them, but they will likely complety hate these synth hiveminds and probally want to exterminate them.
 
Some questions:

  1. Can we use the Robot Portraits without going for the Machine Consciousness authority?
  2. Can synth Ascensions switch to the Machine Consciousness authority?
  3. Can (Fanatic) Xenophiles somehow get the "Mandatory Pampering" citizenrights/living standards?
Any chance we'll get a civic for organics where they in the past developed AI and it turned on them. Basically the version where Determined Exterminators lost. This could result in a staunchly anti-AI nation.

AGI Taskforce Hype!
 
*Shows a machine empire with syncretic evolution humans*

Uhhh... that doesn't really add up, you know?

Unless you choose two of the three special civic, they have access to, Rogue Servitor and Driven Assimilator. You probably get to choose what your creator look like, as they are still part of your empire.

Earth Custodian are rogue servitor, which is probably one of the new possible Earth state at the start of the game.
 
Probably balance issues and wanting to restrict mandates.
They can't really call it "Story Pack" then, if they're going to restrict the kinds of stories we can make. Rather heavily here, too.

Welp, that's just the first thing I'm going to mod.
 
Unless you choose two of the three special civic, they have access to, Rogue Servitor and Driven Assimilator. You probably get to choose what your creator look like, as they are still part of your empire.

Earth Custodian are rogue servitor, which is probably one of the new possible Earth state at the start of the game.
Yeah I read that too, somehow missed that passage the first time. That's why I deleted that comment, it was stupid.
 
Would it be possible (and please think about it if you weren't yet) to tweak number of Hive Minds and Machine Civilisations on start, such as Fallen Empires or Advanced Start sliders?
 
They can't really call it "Story Pack" then, if they're going to restrict the kinds of stories we can make. Rather heavily here, too.

Welp, that's just the first thing I'm going to mod.
I wouldn't quote me on anything, just a guess. It wouldn't make a lot of sense for synths to have the Agrarian Idyll unless you're looking after organics, but again I'm just taking shots in the dark.
 
How will Spiritualist Fallen Empires feel about encountering synthetic species? I should hope they're less, uh, murder-on-sight-y than their current version is to ascended synths; be a nasty way for an early game to be cut short.

Of course they will be annoyed. After all Stellaris has become "Robots In Space".

Oh and Unicorns...
 
I'm gonna sum up a few things from the dev stream here, so things don't need too be repeated to often ;)
Machine-Empire do:
  • not have access to Ascension-paths
  • get special army-types
  • get to integrate conquered (ascended) synths/other machine pops
  • have special interactions with end-game crisis/certain fallen empires
  • have various special/exclusive technologies and buildings
  • have to fight being hacked by the Machine-consciousness
  • not have the ability to switch out one of the three special playtype-realted civics afterwards (Exterminator/Assimiliators/Servitors)
  • get locked out of genetic modification, except for the Assilimators
I hope I didn't remember anything wrong or missed anything important - also remember that things are still subject to change ^^
 
@Wiz
I am wondering about the numbers here. Do these empires start with Robots then? Robots have horrible penalties for energy unity and research production. I am very curious how you are planning to handle this.
 
Having played this game for many many hours, it is my opinion that playing the "nice" robots will be nearly impossible in the long run. you just wont be able to look after them all and no amount of influence or unity will beat an end game crisis.

however, the other 2 versions sound like they would be a romp.

this is a shame because the nice robots are the ones i am drawn to!

With more mechanics around unity once all the ascension traits have been taken it might be viable. Influence could use a few more ways to use it too. We will have to wait and see what they do.