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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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How will these traits interact with Leader traits? One of the things I personally find a bit frustrating about genetic ascenscion is that you basically hqve to put the Erudite trait on a large amount of your population if you want to be guaranteed to get a leader with the Erudite trait. It's not a huge deal obviously, but it's still weird how Bio Ascenscion is the only Ascenscion with this problem, everyone else gets their leader trait from a free trait. I'm going to assume that Vocational Genomics doesn't guarantee that leaders have optimal genetic traits, though.

Also, how will Adaptive Frames interact with the Advanced Machine Traits from the Modular Ascenscion? Assuming of course that they have traits that interact with pop jobs.

Aside from those questions, I really love the mechanic! It really sells the fantasy of being an empire where these sorts of body alterations are basically as ordinary and mundane as a haircut would be for us, much better than the old system of having to do a hundred empire-level special projects for even minor tweaks.

Edit: I also just realised it'd be really cool if the combination of Cybernetic Creed, Gospel of the Masses and Augmentation Bazaars could get a unique government title. I don't know what it'd be called, but the idea of having a cybernetic church that literally sells 'closeness' to the Cybergod through selling augmentations is really cool to me. "Augmention is worship, and you can get any augmentation you would want from our church...for the right price."
 
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Surely Augmentation Bazzars should start with “Universal Augmentations” instead of a random base resource trait?

Unless that was a balance decision? It sounds like a setup for micromanaging that you’ve elsewhere added a solution for.
Also will there be an indication if the pop has the true trait or the automatic one? Or will they all use the same icon?
 
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So if i understand correctly auto-modding will use triggered modifiers to mimic trait in question? So what happens if species already has that trait, ex., pop with Agrarian trait working as Farmer? Do it will have backup fallback trait (with lesser effects), or the auto-mod trait is useless on that pop?
 
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A few more questions about Obsessional Directive:
- Does the quote increase each time you manage to meet it?
- If so, does failing to meet it scale you back one cycle, or does it start from scratch?
- Which types of pops can be purged for CG? Any, only sapient, only organics, or something else?
- I'm reminded of the Despoilers or something that can raid another Empire for resources, can they do something like that but for CGs?
 
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Guided Sapience questions
  • Are the presapient always randomized or are they like secondary species you get to make during Syncretic Evolution civic?
  • If you put Genesis Ship on a planet that already had presapients will it simply increase the numbers (and species) of them or will it not be possible? Or maybe will it be tied to some events?
  • Does it mean that presapients will also grow on their own, or will they always be locked into their starting number?
Augmentation Bazaar questions
  • Will the special buildings increase the speed of auto-modification of pops?
  • Will the special holdings increase the chance of empire picking Machine Ascension or it will simply allow empire to have cybermodified pops with no need for Ascension perk?
Tactical Algorithms question
  • Can we get the costs per level?
 
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A question about this, will this stack, or conflict, with the non-automodding version of the trait?

For instance, will a robot with Adaptive Frames and Power Drills produce +30% minerals, +15% from each trait? Or will it be just +15%?

The emulated trait counts as the trait itself. The lists of traits to emulate in a job can include several different viable traits in priority order, so we might want to go with Power Drills, but have it use something else (like reduced Amenity usage) as a fallback.

And what about jobs that produce more than one resource, such as Evaluators (unity + amenities) or Farmers with Bio Reactors on the planet (food + energy)?

Will the trait only adapt for the "main" resource, or for both, giving the pop the effects of both Harvesters and Superconductive?

The assignment lists are set up per-job, so we (or modders) can choose what they want to be emulated by someone filling a particular job. (We used inline scripts to simplify it, but it's not mandatory to do so.)

does diplomatic protocol allow pacify crystal and amoeba

Not yet, but it probably should be treated as "values others" like Empath.

...Which might do some interesting things to the Assimilators, but we'll see if that's weird or "emergent narrative".

So once a automod trait has been adjusted (because the pop is working a mining job) and i later switch that pop to a researcher job on aiddrent planet. Will the pop adjust again?

Yeah, it'll have the fake mining trait for a little while before it gets around to the gene clinic to replace it with something more appropriate for its new job.
 
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On one hand, the machine intelligence's directive is to maximize its own production.

On the other, this would be funny.
If you can dig CGs out of the ground and have that count, why not count the ones you dig out of the strange structures filled with those odd organic things?
 
Answering the questions I can:

So once a automod trait has been adjusted (because the pop is working a mining job) and i later switch that pop to a researcher job on aiddrent planet. Will the pop adjust again?

Yes, but it'll take time.

How many points do the automodding traits cost?

Vocational Genomics and Adaptive Frames cost 3 points.
Universal Augmentations and Fleeting Excellence cost 2 points with the standard cyborg energy upkeep or overtuned lifespan reduction respectively.

Do Genesis Arks still actually establish colonies (which your Pops can live on) as well as giving the planet +3 pre-sapients?

Should do, yes

Does the Augmentation Bazaars Civic start with the Cybernetic Auto-Modding feature for your species?

Nope

I hope you've got more ideas for Kilostructures in your back pocket, because this is cool and fun.

We have more ideas than we have time

Why does the Hive version of Natural Design block Teachers of the Shroud origin? That implies Hives can use that origin normally, without the civic. Is that a copypaste error or are you trying to scare me.

Copy/paste error, already fixed!

So if i understand correctly auto-modding will use triggered modifiers to mimic trait in question?

Nope, no triggered modifiers here - it's all done in code.

Does the quote increase each time you manage to meet it?

Yes

If so, does failing to meet it scale you back one cycle, or does it start from scratch?

Sets you back one step

Are the presapient always randomized or are they like secondary species you get to make during Syncretic Evolution civic?

Randomised

Will the special buildings increase the speed of auto-modification of pops?

If the planet owner has unlocked cybernetic ascension.
 
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Auto-modding sounds great, I never explored much trait modding.

Natural Design as a civic is a sweet spot for me as I still rarely take an ascension aside psionics and the shroud. Will be nice to play and see what I come up with.
 
Also will there be some "empty/vanity" traits in cases where you allow species self-modding rather than government sponsored (which I'm fairly sure was mentioned somewhere)?

EDIT: FOUND IT! From Dev Diary 336:

When the Cybernetics tradition tree is adopted, the Cyberization Situation (the Cybernetic Creed Origin has its own version) kicks off with the question who will control the implants in society: the government, private corporations, or will the public be allowed to hack their own implants?
 
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Do Genesis Arks still actually establish colonies (which your Pops can live on) as well as giving the planet +3 pre-sapients?

Yes. It adds a deposit to the planet to represent the Genesis Preserve.

I'm intrigued as to what the rewards will be for Gestalt Machines with this Civic producing all of those consumer goods. Why else would a Gestalt Machine need with CGs? What will they do with them? Oh what a mystery!

Meeting the quota is a reward in itself!

During the playtest sessions, I played a very, very broken Rogue Servitor with Obsessional Directive, and steadfastly refused to trade away any of my Consumer Goods, building Spires of Commodities everywhere. I was absolutely swimming in Unity, but it was such a bad, but fun idea.

My favorite moment was when the randomly selected planet for the Spire was a molten world. It really showed my lack of object permanence and defective programming. "Yeet it into the lava planet!"

Why does the Hive version of Natural Design block Teachers of the Shroud origin? That implies Hives can use that origin normally, without the civic. Is that a copypaste error or are you trying to scare me.

Copypasta unless the CDs were up to something while I wasn't paying attention.

A few more questions about Obsessional Directive:
- Does the quote increase each time you manage to meet it?

Oh yes.

- If so, does failing to meet it scale you back one cycle, or does it start from scratch?

Scales back one cycle at the moment.

- Which types of pops can be purged for CG? Any, only sapient, only organics, or something else?

Currently anything can be turned into paperclips.

Actually, at this particular moment in time we have a teeny tiny minor bug with it where failing a quota automatically turned it on for every species in your empire including your primary species, but that's not intended.

- I'm reminded of the Despoilers or something that can raid another Empire for resources, can they do something like that but for CGs?

We don't have that currently, but it's an interesting idea. (Probably out of scope right now, but I'm putting it on the Custodian ideas list.)

I love the Obsessional Directive. That is the dumbest thing in the game and i MUST play it.
There are so many things in the universe that are not yet paper clips. A grave wrongful circumstance that must be amended at any cost.

It's legit my favorite civic in the game.
 
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Yeah, it'll have the fake mining trait for a little while before it gets around to the gene clinic to replace it with something more appropriate for its new job.
Looks like Gene Clincs are back on the menu, boys!
 
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The assignment lists are set up per-job, so we (or modders) can choose what they want to be emulated by someone filling a particular job. (We used inline scripts to simplify it, but it's not mandatory to do so.)
Still, will there be such a thing as emulating two traits at once for certain jobs?

For instance, both Propaganda Machines and Emotion Emulators on Evaluators, or both Harvesters and Superconductive on Farmers if you have Bio Reactors?
 
Actually, at this particular moment in time we have a teeny tiny minor bug with it where failing a quota automatically turned it on for every species in your empire including your primary species, but that's not intended.
Hey it did say "at any cost"!
 
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These look good. But I'm still upset about non-immortal machines and etc. and I'm also dreading the FIFTH 'crisis empire' type where, presumably, random friendly empires can just randomly flip a switch and become genocidal.
 
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Yeah, it'll have the fake mining trait for a little while before it gets around to the gene clinic to replace it with something more appropriate for its new job.

What if a player doesn't have a gene clinic? (Thinking of the meta-chasing dynamic that's generally never bothered to invest in the gene clinic research or construction vis-a-vis the starting holotheater.)

I saw in the main post that the adaptation rate is modified by buildings like it, but can you provide some clarity? What sort of rate change? Do building upgrades make it better? Does employing more of the healthcare workers improve it?