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Stellaris Dev Diary #337 - Individualistic Machines and Machine Gameplay Updates

Hello again!

Today we’re looking at some general gameplay changes being made to Machine Empires, Individualistic Machines, and the new Machine Ascension Paths. Some of these still include placeholder assets, and values will continue being adjusted until release.

Take it away, @Gruntsatwork .

Machine and Synthetic Gameplay Changes​

History Traits​

One of the first things you’ll find in The Machine Age when creating a Machine empire are the history traits we’ve added for Machine species. These 0 point traits let you choose a little more of your backstory - these define your original purpose.

Were you originally created as Research Assistants, Conversational AI chatbots, Workerbots, or perhaps a domestic servant Nannybot meant to make life easier and pass the butter? Six backgrounds with relatively minor bonuses are available for you to choose from. These are available to both gestalt and individualistic machines.

Machine History Traits

You’ll find a handful of other new traits or variants of existing biological traits for Machine species as well, including having a dedicated Engineering or Sociology Core or Integrated Weaponry to a Delicate Chassis or Scarcity Subroutines.

Integrated Weaponry and the Physics Core traits

Please put down your weapon. You have twenty seconds to comply.

Machines, Aging, and Unplanned Obsolescence​


Immortality is a funny thing in Stellaris - under some circumstances (especially as the game goes on), due to the accident and death events that could target machines, you can end up in a state where a theoretically “immortal” machine leader is actually far more vulnerable to death as the years went on than a normal biological leader.

Machine leaders will now instead use lifespan rules, but enjoy some extra benefits:
  • As real go-getters, their starting age lies between 5-10 years, so at the age of 30 they can run your science department with 20 years of experience.
  • All machines also have an additional +20 years to their default lifespan of 80, resulting in a base lifespan of 100 years.
  • They are now affected by lifespan-increasing technologies and modifiers, for example, those from Ascension Paths, which we will cover later in this dev diary.

In summary, your machine leaders no longer need to fear random death and will live to the ripe old age of 100 years without any additional improvements.

Some forms of immortality, however, have been retained, like the Gestalt Councils and some special ascension traits. All Virtual machine leaders are immortal while Modularity has access to advanced lifespan-increasing traits that can be applied to your machines.

Similar rules will apply to robots, though they have a starting age of 1-5 years, and do not get the +20 lifespan bonus that machines have.

Both biological empires going Synthetic and Machine empires will also reset their age upon completing Ascension to reflect receiving their new bodies. Somewhat paradoxically, all together, these changes should actually result in your Machine leaders being able to better withstand the test of time than they could were when they were theoretically “immortal”.

The Machines Age

100 years is a lot better than how long my last smartphone survived.

Habitability​

Habitability is also undergoing some changes. Having +200% Habitability as a base for all machines limited what we could do with them - it was what previously prevented us from allowing them to be Void Dwellers or using several other Origins, for instance. We still wanted to retain the flavor of Machines having an easier time dealing with alternate climates though, so Machines now use habitability systems similar to organics, with some significant changes:
  • As a base, all machines have a 50% Habitability floor, so they will never have below 50% habitability on any world. We felt that this was important because we wanted to retain the feel that machine empires could colonize anywhere reasonably well.
  • Machine habitability traits cover entire planet categories rather than a specific biome.
    • They start with Dry, Wet, or Frozen Habitability, which provide a base 75% habitability on all three biomes associated with the trait and 50% for all other natural biomes.
    • As usual, these habitability traits can be changed through robo-modding.
      • Most machine empires will have access to robo-modding from game start.
      • Origins like Life-Seeded or Subaquatic Machines will start with Gaia World or Ocean World Habitability and will have to research the technology to change their habitability trait, but retain the 50% Habitability floor for being a machine.
  • Just like for Lifespan, they will now also gain bonuses from technologies, extra habitability from ascensions and new traits. They now also have access to the standard array of habitability technologies.

We believe this will still give them a simplified but more nuanced gameplay experience, with niches and combinations that will come close to the old playstyle while also allowing new fantasies. (Subterranean Machines, for instance, have a 100% Habitability floor and thus are guaranteed perfect habitability everywhere.)


Machine Trait and Wet Planet Preference Trait


Subaquatic Machine Death Cult

Using partial habitability mechanics opened up the ability to use origins such as Ocean Paradise.

Assimilation​

An important quality of life improvement for Machine empires - we have extended the capacity to assimilate other machines or robots into your main species to all machine empires.

Machine Assimilation

They may have shared our name, but they did not share our form. These false Zenak will soon become actual Zenak, including adhering to our charging standards.
(This is what I get for not being careful with my force-spawned empires.)

The Aging, Habitability, and Assimilation changes (and Origin improvements listed later) are all part of the free 3.12 “Andromeda” update.

Individualistic Machines​

Gestalt Machine Intelligences were originally introduced in the Synthetic Dawn story pack, but the authority and most of the civics (other than Determined Exterminator, Driven Assimilator, and Rogue Servitor) will also be unlocked by The Machine Age.

The Machine Age will also allow you to create non-Gestalt Machine Empires, using regular authority, ethic, and civic choices. These individualistic machines are not guided by an overall gestalt intelligence, and thus have their own motivations, desires, and disappointments. Individual machines possess happiness like fully recognized synthetics, can and will form factions, and consume consumer goods.

As non-Gestalts, their leaders will draw from the standard array of leader traits. This of course includes fan-favorites like Substance Abuser.

With all ethics available to you, your empire can be spiritualist machines, fully capable of rationalizing their own spiritual superiority compared to lesser machines and organics. Your factions have been adjusted to fit your mechanical existence, since it makes no sense for spiritualist robots to despise all robots. (It’s okay to hate some.)

You will receive roboticists from your capital building with the additional option of building an assembly plant to boost your production even more. This all comes at the cost of alloys, so carefully decide between expansion, war, and pop assembly.

As individual machines are very much capable and willing of entertaining unique needs, they have no restriction on allowing organics in their empires and can even start the game with Syncretic Evolution as their Origin of choice. As such, they have access to technologies for food production, genetic modification, and other organic focused technologies, with a sharply reduced, but not zero, chance at drawing those technologies if you have no organics in your empire. You are at the very least capable of theorizing about meat and its needs compared to gestalt machines.

Depending on your ethics and authorities, you can enfranchise, disenfranchise, enslave, or empower organics or even other machines in your empire as you wish. The only limits to your ability to tread upon those fragile organics and your fellow machines are the limits of your imagination.

Individual Machines have access to most civics organic empires have access to, as well as a few machine civics, like Warbots and Static Research Analysis, which have been adjusted for them.

Machine Criminal Syndicate

Decadent, Deviant, Hedonistic Crime-Bots? Sure, why not.

More Origins now available to Machines​

As part of the 3.12 “Andromeda” release, we’ve done a pass on Origins to see if there were any that could have their restrictions on Machines relaxed.

The full list of Origins that Machine Empires have access to as of the 3.12 “Andromeda” release is:
  • Syncretic Evolution (Individualist Machines only)
  • Life-Seeded
  • Post-Apocalyptic (Radioactive Rovers)
  • Void Dwellers (Voidforged)
  • Hegemon
  • Ocean Paradise (Subaquatic Machines)
  • Subterranean (Subterranean Machines)
  • Arc Welders
  • Prosperous Unification
  • Remnants
  • Shattered Ring
  • Galactic Doorstep
  • Resource Consolidation (Gestalt Machine Intelligence only)
  • Common Ground
  • Doomsday
  • Lost Colony
  • Here Be Dragons
  • Slingshot to the Stars
  • Imperial Fiefdom
  • Riftworld

Brush, brush, brush your face

Transformation Situation and Ascension Paths​

With The Machine Age, Individualistic Machines and Gestalt Machines have access to 3 new Ascension Paths (which replace the current Synthetics tree). By taking the Synthetic Age Ascension Perk, you will begin a new Situation to guide them through this momentous transformation.

Transformation situation

Virtuality​

Embrace a virtual existence for the majority of your pops. From the cloud, your pops are created and to the cloud they return when their job is done.

Spreading your servers across the stars is an expensive endeavor but your concentrated efforts are unmatched.
  • Your pops gain a unique Virtual Trait that becomes stronger as you progress through the tree
    • You gain a massive bonus to production that is reduced by the number of colonies you have
    • Your housing usage is reduced by 90%
    • Your habitability floor is increased
    • The more colonies you gain, the weaker your Virtual Trait and the bigger its upkeep will become
    • Your leaders become immortal
  • You gain a new Policy to focus your intangible virtual economy
    • You may choose to focus intensely on Research, Unity or Governance, at the sufferance of the 2 categories you did not choose
  • You gain a bonus to encryption and decryption
  • You gain additional districts, as well as extra jobs from districts
Once you finish the tree, you will transition from a pop-limited playstyle into a planet-limited playstyle, as open jobs will be instantly filled with virtual pops as needed, while unemployed virtual pops will be turned off.

Some Virtuality Tooltips

Nanotech​

Big Things are made of Small Things.

By becoming a flood of nanites, your empire changes not just its makeup, but also its economy and growth strategy. Grow. Exploit. Replicate.

While Virtual Machines may seek a “Tall” playstyle, Nanotech Machines flood across the galaxy like an off-white or silvery tempest, specializing in the physical.
  • You gain access to:
    • Ways to transform basic resources into nanites and nanites into advanced resources
    • A new decision, similar to Terravore world consumption, to turn colonies into nanite worlds
    • A new starbase building to harvest nanites from uninhabitable worlds
    • New Edicts to vastly increase your productions or combat capability at the cost of nanites
    • Nanite probe ships, to bolster your fleets
Subsume World decision and Nanotech World

Nanite Probes

Modularity​

The most advanced traits require the most advanced minds. By embracing Modularity, your empire will have access to traits other machines can only theorize at. The rarest of resources will fuel your enhanced shells.
  • Your Metallurgists will produce Living Metal
  • Your roboticists will be boosted by utilizing living metal as an upkeep
  • Your workers/simple drones will be boosted by your priest equivalent
  • Your soldiers and enforcers will grant more stability and be stronger
  • You unlock 9 advanced machine traits, several trait picks, points, and reduced modification cost
  • All your leaders will gain the Synth leader trait
Modularity Tradition Tree


If you have Synthetic Dawn but do not have The Machine Age, you will retain access to the Synthetics Tree, but with reworked Traditions. These will include bonuses to lifespan, habitability and pop assembly.

Resistance is the Ratio of Voltage to Current Futile​


Driven Assimilator Authority Swap Icons

For owners of Synthetic Dawn, Driven Assimilators will gain two advanced authority possibilities in The Machine Age, the Memory Aggregators and the Neural Chorus. Upon completing the Cybernetic tradition tree, the Assimilator will receive the option to determine their stance on the variance of thought permitted within the gestalt consciousness.

This is the Neural Chorus:

The Neural Chorus

The Machine Ship Set​

In last week’s dev diary we snuck the Machine Corvette into the Arc Welders screenshot.

Here’s a “glamor shot” of the Machine ships that was arranged by our artists:

Machine Shipset

We finally have a Machine shipset.

Next Week​

Next week we’ll look at the Civics and Structures of The Machine Age, as well as Auto-Modding.

See you then!
 
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With Xeno-Compatibility you have somewhat of a point, but using the Virtual Ascension for wide+tall(?) in a horrible abomination of inefficiency to create 100k pops is clearly not intended - or smart.

But this is a sandbox game - you can never prevent children from eating the sand. Unless you guide their hands and monitor all their movements, which inherently takes away the core idea of playing in a sandbox, they always might have the idea to eat the sand. Usually they'd only do it once, but some kids are different, i guess.
The demand that the sand be edible is a bit absurd to me.

Tut tut, some of my top Illicit Researchers are working on exactly that and so far, we have rocks that pop and pixie dust that comes in a stick. Some less creatives in the labs just want to hand out bags of brown sugar, one jokester insists that Almond Roca looks like a cat turd in the litterbox, but we are getting closer and closer to delivering edible sand.

*hands card*

Wonkacorp Imperium - We've Got Sweet Ideas
 
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With Xeno-Compatibility you have somewhat of a point, but using the Virtual Ascension for wide+tall(?) in a horrible abomination of inefficiency to create 100k pops is clearly not intended - or smart.

It's not inefficient at all. In fact I'd say that it becomes the meta option for something like a Fanatic Purifier or other genocidal empire. 1000s of pops working at -75% output (which is still >100% output with buffs, if not >200% with good optimization). is always going to be stronger than a few hundreds you could grow naturally with a bit more output. Virtual is literally designed for any empire that can't integrate conquered pops.

If you optimized the game so that 100 technicians on a planet could be amalgamated into a single super-technician with exactly the same output and costs then you'd go from an empire that had to simulate, say, 5000 pops to one that simulated a few hundred. Do those numbers sound extreme? Watch what players do spamming Ecus and Ringworlds lategame. Maybe some of this is effectively post-game number dickwaving contests, but the game lasts till 2500 so...
 
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1000s of pops working at -75% output (which is still >100% output with buffs, if not >200% with good optimization
No, you are completely neglecting the pop upkeep of 0.1 energy PER PLANET.
This means that with 50 planets you have 5 energy upkeep PER POP. And you have way more pops than you'd normally have per planet.

At some point you technicians aren't even producing enough energy to cover their own upkeep - and especially not everyone else's. If you have 300 planets you'd be at 30 energy per pop with probably more than 30k pops (avg 100 pops per planet). Minimum total pop upkeep would be 900k energy per month. That you have to produce with a -75% output modifier - while also feeding the rest of your empire and economy.
There is absolutely no way in hell that is going to be the meta. This is definitely not a snowball wide play setup. This is an incredibly unrealistic problem. At best people will try to see how far they can push that and keep the absurd machinery of inefficiency and agony running.
 
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No, you are completely neglecting the pop upkeep of 0.1 energy PER PLANET.
This means that with 50 planets you have 5 energy upkeep PER POP. And you have way more pops than you'd normally have per planet.

5 energy upkeep per pop isn't a problem when your technicians produce 30 each, which is quite attainable. It will start to begin being a problem if you get up to 10 energy per pop and 30 per technician, but you're still gaining from having more pops, just incrementally less until you get really high. You also have more technicians per district and more districts so it actually scales better than a normal empire that is more limited by technician job.

Also, if we go by """normal""" paradox math, static bonuses like +0.1 energy upkeep will be affected by percentage modifiers such that -90% upkeep will make it 0.01 energy per pop per planet. This is how all the other upkeep and production modifiers work. inb4 someone goes zombie virtual.

At some point you technicians aren't even producing enough energy to cover their own upkeep - and especially not everyone else's. If you have 300 planets you'd be at 30 energy per pop with probably more than 30k pops (avg 100 pops per planet). Minimum total pop upkeep would be 900k energy per month. That you have to produce with a -75% output modifier - while also feeding the rest of your empire and economy.
300 planets would be truly absurd. That's like conquering a whole 1000 star galaxy. At that point nothing matters. 50 planets (especially 50 FULLY FILLED, and by this I mean at like 120% normal capacity since we get extra jobs) is on its own utterly gamebreaking. Look around at the galaxy in 2300 and see how 90% of planets aren't even close to their full capacity, with virtual the average planet will be producing at least 2-3x as much net resources by virtue of being fully filled. Then when you get ecus and ringworlds you're instantly getting even more pop producing even more resources.
 
They still haven't fixed Integrated Weaponry mentioning crime reduction instead of deviancy?
Just delete basic gestalt machines already, if you would prefer to ignore them at all the time.
 
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They still haven't fixed Integrated Weaponry mentioning crime reduction instead of deviancy?
Just delete basic gestalt machines already, if you would prefer to ignore them at all the time.
Isn't that the exact same thing anyways?

Also this DLC is literally about machines, they aren't being ignored at all
 
Isn't that the exact same thing anyways?

Also this DLC is literally about machines, they aren't being ignored at all
Which is exactly the point of my post and yes gestalt ME's are ignored wherever possible.

This is the first real content drop for ME's in years and what do they do?
They give us the option to play as organics, just so that they can push out a dlc with the least amount of effort.

They even throw in 3 ascension paths, but remember back with the ascension reworks? Where they deliberately bundled ME's into synthetic without any unique interactions/abilities? Now that ME's have to be able to use their ascension paths as individualistic empires, they can suddenly get unqiue paths?

If this were a free update fine, but for a 20(?)€ dlc this is abhorrent.

Guess I am gonna give you one chance to prove me wrong:
Tell me one case of an actual content addition for ME's, that wasn't part of a broader rework, or just a copy of an organic variant. Good luck.
 
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This is the first real content drop for ME's in years and what do they do?
They give us the option to play as organics, just so that they can push out a dlc with the least amount of effort.
Because they want the DLC to appeal to people who play other empires rather than only for fans of MEs.
Of course it's going to have the option to play as organics and use *some* of the content, because otherwise it'd be pretty dead.
They even throw in 3 ascension paths, but remember back with the ascension reworks? Where they deliberately bundled ME's into synthetic without any unique interactions/abilities? Now that ME's have to be able to use their ascension paths as individualistic empires, they can suddenly get unqiue paths?
Looks like part of that rework might have been to lay ground work for being able to do ascensions better, allowing them to do the unique paths that people have been asking for with machines.
Tell me one case of an actual content addition for ME's, that wasn't part of a broader rework, or just a copy of an organic variant. Good luck.
Why not ask when there was a content addition for **anything** that wasn't part of a broader rework? Of course ME stuff is going to be part of a broader rework, *because that's what DLC tend to be*.
As for being a copy of an organic variant, they want empires to have *some* similarity in play, so that the playstyles of various types of empire aren't entirely different. So you'll get the "better at diplomacy" civic for machines, organic hives, normal organics, and megacorps will be similar, as will the "better at making stuff" civics and traits - because ultimately they're adding to fundamentally the same jobs, just with a different name.



And of course you're ignoring that "individual machines" are a heavily requested feature, so of course the machine empire DLC is going to cover them, as well as it primarily focussing on machines in general *and* to a certain extent "organic empire that wants to turn to machines" will get coverage as well. And the restrictions on machine empire origins that didn't make sense are *another* heavily requested feature.

If anything, organics are getting hurt somewhat by it looking like advanced government forms only being available to cybernetic/machine empires, with nothing for other ascensions.
 
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Hives got a full unique origin for themselves with overlord, whereas ME‘s still sit on their one, that is barely a home planet replacement. Doesn’t even sound like that one is going to change.
Hives got necrophage and other civics tailored to them, whereas ME‘s got organics reprocessing, where they didn’t even check for food deficits.
I mean, the dev diaries explained that, because machine hiveminds were too unusual they had to be banned from most origins, now that that is fixed they not only retroactively got access to old content but also got a new origin, arc welders, which is exclusive to robot species

Also robots nowadays have necromancy too and they fixed the deficit exploit ages ago

Being jealous of hiveminds and their two unique origins, as opposed to your one is a bit petty too, "troll"
 
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With these new transformations can we get more possibilities to access the Nanobot diffuser colossus weapon? I think currently the only way is to start as an Assimilator. Would be nice if empires that took cybernetic ascension could also get it or machines with the mechromancy ap, that also gets you cyborgs? Maybe also the Nanobot transformation? It is literally in the name: Nanobotdiffuser ;)
 
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...Thought: will Determined Exterminators still start on a Tomb World, or are they going to have a normal planet? The changes to habitability mean that starting on a Tomb World, while flavorful, will be somewhat detrimental for Exterminators who aren't using a homeworld-modifying Origin or don't have other special rules.
 
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...Thought: will Determined Exterminators still start on a Tomb World, or are they going to have a normal planet? The changes to habitability mean that starting on a Tomb World, while flavorful, will be somewhat detrimental for Exterminators who aren't using a homeworld-modifying Origin or don't have other special rules.
Exterminators no longer get their homeworld turned into a tomb world (unless they go Post Apocalyptic, of course).
 
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I mean, the dev diaries explained that, because machine hiveminds were too unusual they had to be banned from most origins, now that that is fixed they not only retroactively got access to old content but also got a new origin, arc welders, which is exclusive to robot species

Also robots nowadays have necromancy too and they fixed the deficit exploit ages ago

Being jealous of hiveminds and their two unique origins, as opposed to your one is a bit petty too, "troll"
I think these changes are future proofing machines as well, when they make new origins and civics. It will be a lot easier to give machines there own version or the same ones.
 
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