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Stellaris Dev Diary #335 - Announcing The Machine Age

It is time to leave our flawed biological vessels behind.​


It’s my pleasure to announce that The Machine Age major expansion will be released alongside the Stellaris 3.12 ‘Andromeda’ update.

Focusing on cybernetic, synthetic, and machine themes, The Machine Age will begin during the second quarter of 2024.

In pursuing the divine calling, we shall achieve the fusion of the exalted body and sacred cybernetics.​


The Technophants and Haruspex of the Cybernetic Creed will guide their flock to the perfect union of flesh and machine.

Cybernetic Creed

Cybernetic augmentation is not solely the province of the materialists.

Playgrounds stand empty. In time, we will cease to be.​

For now, our salvation lies in the digital realm…​


A doomed species races against extinction to reach the virtual world in Synthetic Fertility.

Synthetic Fertility

Blur the lines between the physical and virtual worlds.

Our planet is barren, but our home system is a bounty of riches.​

To exploit them, we must build bigger than ever before.​


Originally designed to build mighty constructions in space, the Arc Welders must utilize that advantage to the fullest to overcome the deficiencies of their homeworld.

Arc Welders

These masters of Mega-Engineering began exploiting their home system before discovering faster-than-light travel.

The things that make me different​

are the things that make me, me.​


The creators may be gone, but society endures. Your chassis may have begun identical to trillions of others in your empire, but you are no drone - you are an individual.

With The Machine Age, you can explore the game as non-Gestalt, Individualist Machine Empires!

Individualistic Machines

Always remember that you are absolutely unique. Just like everyone else.

A transformative age is upon us,​

sparked by innovation and oiled by opportunity.​


The Machine Age explores how Cybernetic and Synthetic Ascension affect society within your empire.
Advanced government forms are available to empires that navigate the process.

Advanced Authorities

The Cybernetic Creed Origin has an additional variant for each standard Authority.

Become better than you are.​


Six new civics provide additional choices for your empires.

Civics

Corporate and Hive Mind civics require MegaCorp or Utopia respectively.

Filling out Form 42-A on a Bureaucratic World


Build a better future.​


Two mid-game structures are introduced in The Machine Age - exploit systems with the molten world Arc Furnace, and start your work towards a Dyson Sphere early by building the Dyson Swarm.

Dyson Swarm

And so we came forth and once again beheld the stars.

Ignorance shackles us, putting the universe’s secrets out of reach.​

No matter the price, we must break free.​


Building upon the system introduced in Nemesis, The Machine Age introduces a second player crisis path, focused on technological ascendancy at any cost.

Something Greater

The time has come to be part of something greater.

My children, at last I am returned to you.​


For the first time since the Contingency was introduced in the Stellaris 1.8 “Čapek” release, a new end-game crisis has been unleashed.

An ancient threat, sealed away for countless millennia, has returned.


The Machine Age logo

The Machine Age expansion includes:​

  • Individualistic Non-Gestalt Machine Empires​
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
  • Three new Origins​
    • Cybernetic Creed​
    • Synthetic Fertility​
    • Arc Welders​
  • Civics​
    • Guided Sapience​
    • Natural Design​
    • Obsessional Directive​
    • Protocol Droids​
    • Tactical Cogitators​
    • Augmentation Bazaars (Requires Megacorp)
  • Two Mid-Game Structures​
    • Arc Furnace​
    • Dyson Swarms​
  • New Ascension Paths for Machine Empires​
  • Cybernetic and Synthetic Ascension (also unlocked by Utopia)
  • Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.​
  • New Species Traits for Cyborgs, Machines and Robots​
  • Cybernetic portraits that change based on advancement through cyberization​
  • Synthetic portraits with both organic and synthetic variants that changed based on synthesization, usable by either organics or machines​
  • Two new Shipsets, Diplomatic Rooms, and City Sets​
  • 7 new music tracks synthetic and cybernetic inspired music tracks​
  • A new Player Crisis Path​
  • …And a new End-Game Crisis.

Dev Diary Schedule
Dev Diary Topic
March 14​
Announcing The Machine Age​
March 21​
The Origins and Situations of The Machine Age​
March 28​
Individualistic Machines and Machine Gameplay Updates​
April 4​
Civics and Structures of The Machine Age and Auto-Modding​
April 11​
The New End-Game Crisis​
April 18​
The New Player Crisis​
April 25​
The Art of The Machine Age - Ships and Reactive Portraits​

 
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Or the just named the generated templates "Farming Robot", etc.

The name is already utilitarian ("Robot"), so not much narrative is lost by using an auto-generated naming scheme. At least you'll be able to tell them apart.

In addition to not being frustrated by needing to tell them apart and being unable to do so, I'd like it if the colony automation always built the correct robot type for the next Worker job available.

The easiest way to ensure that this happens correctly would be to take a page from Serviles and give the robots a general +% Worker Productivity trait instead of making multiple species of robots each with a single-job trait.

That would also solve the frustration of having 3 subspecies all of which are named the same thing, since I'd only need one species of robot.

Simple is reliable.
 
This hit a lost of my wishlist (individualist robots, cyborgs that look as such, 4th crisis, etc.). The only thing left is a C'thulu "The Thing" species pack.
 
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View attachment 1097023

"It looks like you're designing a ship. Would you like me to help?"

"It looks like you're managing a sector. Would you like me to help?"

"It looks like the galaxy has too many species. Would you like me to help?"

-- The Clippy Crisis​
If we don't get a new clippy advisor voice I'm going to riot.

(or at least a second advisor-based astral rift)
 
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Better solution is allow player customize their robot trait in empire designer.

How would that fix having 3 subspecies with identical names?

Maybe it does, but I'm not seeing how.
 
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Another possibility might be that the new auto-modding feature is capable of adding output-specific species traits based on the current job if trait points & picks are available (and removing output-specific traits that are irrelevant for the current job, if the ability to remove traits is available). There would be no need to manually design specific templates for specific jobs; just build "blank" robots and let the auto-modding feature make the right picks for the assigned job. This could potentially also help make the AI more "competent" at designing new templates, since the robots would always end up having traits optimized for their jobs.
 
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Genetic and psi ascension empires look at this dlc like
View attachment 1097253
It does partially depend on how many of the civics/origins are compatible with not actually going for synthetic/cybernetic.

Otherwise, yeah, this entire DLC is two megastructures for me - biological and psionic are my favorite two. Although this could potentially make the other two customizable into something I'd want.
 
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How would that fix having 3 subspecies with identical names?

Maybe it does, but I'm not seeing how.
Single +15% assembly speed and +15% energy template is better than 3 pre-configured templates. Energy is better resource at start due to 6 basic output, Buying 42 minerals are profit than produce 42 minerals in early game.

It will be a buff to this origin if your template is min-maxed.
 
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Single +15% assembly speed and +15% energy template is better than 3 pre-configured templates. Energy is better resource at start due to 6 basic output, Buying 42 minerals are profit than produce 42 minerals in early game.

It will be a buff to this origin if your template is min-maxed.

Yeah, if it was a single, better template then I'd have less of a problem with the Origin.

And for an Origin about having a lot of robots, the extra Energy income is very relevant even if you don't use the market.

========

My thought for a single, better template would involve a new trait:
+15% production from Worker jobs (all of them)
-15% production from Specialist jobs
-25% happiness

The happiness and Specialist penalty would be irrelevant at game start, but around the time get Droids you're incentivized to robomod a new template -- and when you make them full citizens with relevant Happiness, then it becomes very important -- but some AIs will neglect this and get robot uprisings, as is right and proper.
 
It does partially depend on how many of the civics/origins are compatible with not actually going for synthetic/cybernetic.

Otherwise, yeah, this entire DLC is two megastructures for me - biological and psionic are my favorite two. Although this could potentially make the other two customizable into something I'd want.
I feel similarly, I can rarely keep myself from going either psionic or bio ascension. However, maybe the new content in this DLC will be what it takes to convince me to give cyber and synth a chance once more. It does look tremendously exciting.
 
Yeah, psi ascension is by far my favorite one, so this DLC doesn't appeal to me "on paper", but it might be good enough to make me try synth ascension now that toasters are not boring anymore.
 
Yeah, psi ascension is by far my favorite one, so this DLC doesn't appeal to me "on paper", but it might be good enough to make me try synth ascension now that toasters are not boring anymore.

I most often use Psionic ascension, but not because it is my favorite, but because it is easy and doesn't require micromanagement with genemodding or doesn't turn everyone into identical synth. If "Auto-Modding" is what I hope it will be I suspect I will be far more interested playing Cybernetic or Biological ascension paths in the future...
 
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I wanted to preorder / wishlist it but then I saw the trailer and it was too heartbreaking and I felt bad about buying content like that so I cancelled it.
 
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The problem I have with this dlc: If you are not interessted in robots, most of the features are useless. This dlc is too niche (not like federations or overlord). I hope this will only be a smaller dlc (like first contact) so there will be more dlcs this year.
I feel the same way about Nemesis. I'm not interested in becoming a The Crisis, so this DLC has niche, useless features.

See how that works?
 
Meanwhile, while DLCs rarely add AI personalities or stuff like that, even if you don't like varying your playstyle by trying out different things, its always nice to add more events and more npc empire content as well
 
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It is time to leave our flawed biological vessels behind.​


It’s my pleasure to announce that The Machine Age major expansion will be released alongside the Stellaris 3.12 ‘Andromeda’ update.

Focusing on cybernetic, synthetic, and machine themes, The Machine Age will begin during the second quarter of 2024.

In pursuing the divine calling, we shall achieve the fusion of the exalted body and sacred cybernetics.​


The Technophants and Haruspex of the Cybernetic Creed will guide their flock to the perfect union of flesh and machine.

View attachment 1089621
Cybernetic augmentation is not solely the province of the materialists.

Playgrounds stand empty. In time, we will cease to be.​

For now, our salvation lies in the digital realm…​


A doomed species races against extinction to reach the virtual world in Synthetic Fertility.

View attachment 1089623
Blur the lines between the physical and virtual worlds.

Our planet is barren, but our home system is a bounty of riches.​

To exploit them, we must build bigger than ever before.​


Originally designed to build mighty constructions in space, the Arc Welders must utilize that advantage to the fullest to overcome the deficiencies of their homeworld.

View attachment 1089624
These masters of Mega-Engineering began exploiting their home system before discovering faster-than-light travel.

The things that make me different​

are the things that make me, me.​


The creators may be gone, but society endures. Your chassis may have begun identical to trillions of others in your empire, but you are no drone - you are an individual.

With The Machine Age, you can explore the game as non-Gestalt, Individualist Machine Empires!

View attachment 1089625
Always remember that you are absolutely unique. Just like everyone else.

A transformative age is upon us,​

sparked by innovation and oiled by opportunity.​


The Machine Age explores how Cybernetic and Synthetic Ascension affect society within your empire.
Advanced government forms are available to empires that navigate the process.

View attachment 1089626
The Cybernetic Creed Origin has an additional variant for each standard Authority.

Become better than you are.​


Six new civics provide additional choices for your empires.

View attachment 1089627
Corporate and Hive Mind civics require MegaCorp or Utopia respectively.

View attachment 1089629

Build a better future.​


Two mid-game structures are introduced in The Machine Age - exploit systems with the molten world Arc Furnace, and start your work towards a Dyson Sphere early by building the Dyson Swarm.

View attachment 1089630
And so we came forth and once again beheld the stars.

Ignorance shackles us, putting the universe’s secrets out of reach.​

No matter the price, we must break free.​


Building upon the system introduced in Nemesis, The Machine Age introduces a second player crisis path, focused on technological ascendancy at any cost.

View attachment 1089631
The time has come to be part of something greater.

My children, at last I am returned to you.​


For the first time since the Contingency was introduced in the Stellaris 1.8 “Čapek” release, a new end-game crisis has been unleashed.

An ancient threat, sealed away for countless millennia, has returned.


View attachment 1089632

The Machine Age expansion includes:​

  • Individualistic Non-Gestalt Machine Empires​
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
  • Three new Origins​
    • Cybernetic Creed​
    • Synthetic Fertility​
    • Arc Welders​
  • Civics​
    • Guided Sapience​
    • Natural Design​
    • Obsessional Directive​
    • Protocol Droids​
    • Tactical Cogitators​
    • Augmentation Bazaars (Requires Megacorp)
  • Two Mid-Game Structures​
    • Arc Furnace​
    • Dyson Swarms​
  • New Ascension Paths for Machine Empires​
  • Cybernetic and Synthetic Ascension (also unlocked by Utopia)
  • Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.​
  • New Species Traits for Cyborgs, Machines and Robots​
  • Cybernetic portraits that change based on advancement through cyberization​
  • Synthetic portraits with both organic and synthetic variants that changed based on synthesization, usable by either organics or machines​
  • Two new Shipsets, Diplomatic Rooms, and City Sets​
  • 7 new music tracks synthetic and cybernetic inspired music tracks​
  • A new Player Crisis Path​
  • …And a new End-Game Crisis.

Dev Diary Schedule
Dev Diary Topic
March 14​
Announcing The Machine Age​
March 21​
The Origins and Situations of The Machine Age​
March 28​
Individualistic Machines and Machine Gameplay Updates​
April 4​
Civics and Structures of The Machine Age and Auto-Modding​
April 11​
The New End-Game Crisis​
April 18​
The New Player Crisis​
April 25​
The Art of The Machine Age - Ships and Reactive Portraits​

does this mean it will definitely be released after April 25th?
 
It would make sense as the idea is already in Stellaris lore (the Oracle). The only issue I can see is how to make it distinct enough from Under One Rule. The AI is immortal from day 1 as opposed to needing some ascension tech to keep it alive, but apart from that, what would be the practical difference? Would the government take on "Rogue Servitor tendencies" without fully becoming a Rogue Servitor empire, and if so, what would that entail?
I just think it would be neat. Not everything has to be super deep and complex. This could just be a little thing
 
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Here's me madly Refreshing the boards waiting for DD 340 like a junkie.

"Like a"...
 
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