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3.12.2 "Andromeda" Steam Open Beta

by Eladrin

Hello everybody!

The 3.12.1 "Andromeda" release with The Machine Age has gone well, but we have some more bugfixes and stability improvements that didn't quite make it into the release version.

Since this is a holiday-shortened week in Sweden, we won't be releasing these to the live build until next Thursday. In the interim I've asked the team to put up a Steam Open Beta using the stellaris_test branch with the following changes:


[h3]3.12.2 "ANDROMEDA" OPEN BETA RELEASE NOTES[/h3]
Bugfixes
  • Added additional checks to prevent fully virtual pops from being created on the lathe
  • Fix for Hive Mind background unaligned
  • Fixed Sectors released by Individualist Machines having the wrong ethics
  • Fixed virtual pops sometimes being created while planets are being colonised
  • Fixed weapon and strike craft range calculations in ship behavior.
  • If an active relic gets removed the relic cooldown is now reset.
  • The paradox titan will now appear correctly in the ship view
  • Updated Resort Workers, Clerks and Cyberdome Spectators to have trade preference for auto-modding
  • Uplifted species will now always have their required traits


Stability
  • Civic tooltip CTD fix
  • Fix CTD when resync has occured with a player in system view using certain graphical assets
  • Fixed CTD after resync
  • Fixed CTD in planetview timed modifier tooltip.


AI
  • Fixes building type AI weight calculations


Modding
  • Added range_components to ship behaviors, which specifies which components to use for range calculations.


There may be a few more fixes in next week's release, but we wanted you to get these stability fixes as quickly as possible.

Have a great weekend and thank you for playing Stellaris!

[h3]The 3.12.2 Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.12.2 Open Beta" branch.[/h3]

The Machine Age DLC for Stellaris out now along with free Andromeda update

Forming part of what they're calling Stellaris Season 08, both The Machine Age DLC and the free Andromeda update are out now.

Read the full article here: https://www.gamingonlinux.com/2024/05/the-machine-age-dlc-for-stellaris-out-now-along-with-free-andromeda-update

Steam's biggest sci-fi strategy game finally drops new machine DLC

The next big DLC from masterful 4X strategy developer Paradox Interactive is finally here, as Stellaris The Machine Age brings a new robot empire, another endgame crisis, and a slate of new origins to the sci-fi grand strategy game. Out now, you can expect a whole host of premium content alongside a free update, both of which offer up a plethora of new ways to play.


Read the rest of the story...


RELATED LINKS:

Steam's top space grand strategy game faces a sentient robot uprising

The biggest space 4X game on Steam is about to get a new expansion

Stellaris launches new, cheap subscription to get all its DLC

The Machine Age is Available Now!

The Machine Age is a time of unbridled progress.

As cybernetic augmentation transcends the limits of the body, synthetic ascension beckons with the promise of eternal life. Structures of immense size and power appear between the stars with shocking regularity. Scientists race to unlock the secrets of creation even as individual machines compete for resources and prestige.

It is a period of technological marvels, rapid change, and unchecked ambition... But from the ashes of a Fallen Empire, a danger unlike any before encountered is about to emerge, a looming threat that will throw the very meaning of life into question.

Welcome to The Machine Age, a new Expansion for Stellaris developed by Paradox Development Studio!

[previewyoutube][/previewyoutube]

New Endgame Crisis
A tempest rages in space, a Fallen Empire goes dark, and a long-forgotten enemy emerges to shake the foundations of power.

Cetana, the Synthetic Queen, promises to deliver the galaxy from suffering. Her reach is immense, and her true aims opaque. Will you collaborate, or seek to derail her plans? Prepare for a Crisis unlike any other, and a battle beyond imagination…



New Player Crisis Path
We are all bound by limits – constraints of the body, of time, and the physical rules of an uncaring universe. Who among us has not dreamed of casting off these chains? Of breaking through to a new, better reality?



To accomplish such a task, technology on a scale never before seen must be developed. Calculations will be needed far beyond the scope of any computer. Within the Synaptic Lathe, your best and brightest minds must be put to work. If a few are burnt out along the way, so be it. No breakthrough comes without sacrifice.

Individualistic Machines
Your machine empires are no longer limited to gestalt consciousness. What is your story? Were you simple servitors who suddenly acquired consciousness? Will you want to indulge in the pleasures of the material world without the consequences that an organic body would have to suffer? Further customize your empire with 3 new Machine Ascension Paths.

Reactive Cybernetic and Synthetic Portraits
Explore two new sets of portraits for your species that visually represent your advancement through Cybernetic and Synthetic Ascension.



New Situations and Advanced Government Authorities
As you delve ever closer to the mind of the machine, you will have to face new challenges for your society. Every decision matters and the only certainty is that your empire will not be the same after its Ascension.

3 New Origins
Cybernetic Creed - Your empire pursues a divine calling: the holy fusion of the body and cybernetics. Augmentation is worship.

Synthetic Fertility - Once a thriving society, a novel genetic disease leaves your empire unable to reproduce biologically. Digital salvation seems the only option to avoid extinction.

Arc Welders - Hailing from a world starved for space, a robotic society turns to the stars for resources.



On top of that, 6 new Civics, 2 shipsets (Cybernetic and Machine), 2 new superstructures (the molten Arc Furnace and powerful Dyson Swarm), new Pop Traits, and 7 brand new music tracks for the best in synthetic beats!



https://store.steampowered.com/app/2840100/Stellaris_The_Machine_Age/
https://store.steampowered.com/app/2863190/Stellaris_Season_08/

Stellaris: Season 08 includes The Machine Age (Available now!), Cosmic Storms (coming Q3 2024), and The Grand Archive Story Pack (coming Q4 2024). As a bonus, you will also get a new Rick the Cube Machine Portrait and over a 20% discount when compared to buying all the content separately!

Stellaris: The Machine Age (Available now!)
Explore the Cyberpunk Fantasies of technological augmentation and digitalization of consciousness by expanding the possibilities offered in game by the Cybernetics and Synthetics Ascension. Address the moral and social challenges that communing with the machine bring to your space-faring empire, and face a new threat looming over the galaxy… or become a new threat yourself, as you tear through time and space to shape reality to your image

Stellaris: Cosmic Storms (Releases Q3 2024)
A new phenomenon has been observed around the Galaxy - storms are sweeping through systems. Prepare your Empire and brace to face this new upcoming threat, and leverage possibilities that open when your opponents are weakened by it.

Stellaris: The Grand Archive Story Pack (Releases Q4 2024)
The Galaxy is vast and full of wonders, and it is up to you to store records of all the unique lifeforms and marvels you will meet. Build a new megastructure, and collect examples of specimens you will meet in your space-faring adventures!"

Bonus: Rick The Cube Species Portrait
An exclusive portrait for you species, to play as the most enigmatic species in the galaxy. As every Stellaris Species Portrait, it comes with three different variants (phenotypes) and custom animations. Players will be able to select this portrait in the empire creation screen before starting a new game session.

https://store.steampowered.com/app/2863190/Stellaris_Season_08/

3.12 "Andromeda" and The Machine Age DLC Dev Diary Summary

Hello Stellaris Community!

We are now less than a week away from the May 7th release of The Machine Age, the first release of content included in Stellaris: Season 08!

https://store.steampowered.com/app/2863190/Stellaris_Season_08/

For those of you who haven’t been following our weekly dev diaries, we’ve summarized all of The Machine Age and free 3.12 “Andromeda” update dev diaries into this one post! This is also patch notes day over on the forums, so feel free to go over and feast your eyes on what the Custodian team has been up to since the release of 3.11 “Eridanus”, and what the Expansion team has been working on for over a year! Read the patch notes. (Patch notes are in English only, sorry)

[h2]Free 3.12 “Andromeda” Update[/h2]

Containing a host of bug fixes, modding improvements, out of sync fixes, AI improvements, and more, the 3.12 “Andromeda” update is the baby of the Custodian team. As some of you already know, the Custodian team is a team of developers we have here on Stellaris that work on long-standing issues with the base game itself, focusing on quality of life improvements, bringing older content up to modern standards, bug fixing, and just generally improving the game.

[h3]Species Auto-Modification[/h3]

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, but will remain the same species for the purposes of the species view. 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.

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. Auto-Modding and the associated traits are part of the free 3.12 “Andromeda” release.

[h3]Buffing the Backlog[/h3]

Previous to 3.12, Machines were extremely limited in the number of origins they were able to use. Some Origins did not thematically fit immortal, 200% habitability machines, and were locked out, while others had narrative issues that didn’t make sense for a collective consciousness. With the focus on machines for The Machine Age, the Custodian team was able to open up some previously-released origins for machine species.

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


[h3]Resync Button for Multiplayer[/h3]

This is a long-requested feature from the Community, that we’ve been trying to fit into a patch for a while. While 3.12 “Andromeda” also fixes a number of other OOS issues, we know that desyncs are frustrating to people who play multiplayer. As such, in 3.12, when a desync occurs, there will be an option to resynchronize all clients before proceeding with the multiplayer game. It’s important to note that this button does not fix desyncs, only allows you to keep playing without rehosting or hot joining into the lobby. If something is causing desyncs, and continues to happen after the resync, the game will desync again.

If you run into an issue with 3.12 “Andromeda”, make a bug report on the bug report forums! Be sure to include an OOS report (you can find these in /Documents/Paradox Interactive/Stellaris/oos/) from the host and desynced client to better help our developers crush these desync bugs!

[h3]Machine Habitability and Aging[/h3]

This section is also known as: The Machines Age. Machine immortality was a frustrating thing previous to 3.12. Yes, your leaders were essentially immortal, but could be targeted by a random death event every few years, and die anyway, effectively rendering them not immortal at all.

In the 3.12 “Andromeda” update, Machines will no longer break down and die. Machine leaders will start around age 5, and live to be roughly 100. After 100 their chance to die will increase over time. Machines will also get access to society research that increases their leader lifespan, allowing you to further increase the age of your leaders, and have their lifespans extend much further previously. For those who feel that immortality is an essential part of the machine experience, we have added a new “Eternal Machine” trait for machines, allowing you to return their lost Immortality.

Another issue with machines addressed in the Andromeda update is that of habitability. That you would start on a desert world, invent robots and then have robots that functioned absolutely perfectly on ocean worlds with no issues what-so-ever, felt like a wasted opportunity when it comes to storytelling and problem solving. To reflect this, Machines in 3.12 “Andromeda” will have a habitability floor of 50%, additionally to further reflect our vision of machine habitability being different from biological habitability, machine habitability only cares about wet and dry and cold-type planets. Meaning an ocean preference robotic species will have good habitability (75%) on Ocean, Tropical and Continental worlds, and minimum habitability (50%) on the other two types of worlds (dry, cold). Machines have also been given renamed versions of the habitability increase technologies, which were previously unavailable to them.

[h3]A Familiar Friend[/h3]

First “teased” (aka, included by mistake) in the open beta patch notes for 3.11.3, it will now be possible to find a familiar friend from the “good old days” of Stellaris while exploring Astral Rifts. We look forward to seeing the Community’s reaction to this new character showing up in their games!

[h3]Robot Assimilation[/h3]

Another long standing community request involved being able to combine your robot species into one species of robot. Previously, when conquering a machine intelligence as a machine intelligence, or any empire involving robots, their species would be listed additionally to your own. Now machine empires can assimilate robots and other machine intelligence pops into their main species, allowing you to clean up your species list.

[h2]The Machine Age[/h2]

The Machine Age is a time of unbridled progress.

As cybernetic augmentation transcends the limits of the body, synthetic ascension beckons with the promise of eternal life. Structures of immense size and power appear between the stars with shocking regularity. Scientists race to unlock the secrets of creation even as individual machines compete for resources and prestige.

It is a period of technological marvels, rapid change, and unchecked ambition... But from the ashes of a Fallen Empire, a danger unlike any before encountered is about to emerge, a looming threat that will throw the very meaning of life into question.

Welcome to The Machine Age!



[h2]New Crisis: The Synth Queen[/h2]



In house, we’ve always loved our Rogue Servitors - the idea of a powerful AI that somehow turns on its creators, not in a violent or destructive way, but out of a misguided sense of purpose. We wanted to do something that felt both apocalyptic but not inherently militant, a crisis that wasn’t exclusively about shooting something on first contact. The first phases of this Crisis are decidedly non-combat.

How might an all-powerful being react to the directive to 'eliminate suffering?' Obviously, because this is Stellaris, our antagonist is going to take her answer way, way too far. What happens next is up to the player. Will you try to oppose her directly, or play the part of a loyal pupil?

This all came together in a terrifying, driven entity: The Synth Queen. There are some very obvious spiritual and historical influences in her design, and philosophical ideas regarding the nature of suffering and awareness are woven through her narrative.

We won’t spoil the story for you, however, and we look forward to hearing about your experiences with this new End-Game crisis!

[h2]Become the Crisis: Cosmogenesis[/h2]



Cosmogenesis has a bit of a different philosophy than the previous crisis path. Where the Galactic Nemesis (renamed from “Become the Crisis”) operates through explicit malice, intentionally attempting to maximize the amount of suffering they can cause, an empire following the path of Cosmogenesis is more of a crisis to the galaxy due to callous indifference while pursuing what is theoretically a more noble cause.

Cosmogenesis can be selected as your fourth Ascension Perk. You cannot take Cosmogenesis if you are Custodian or Emperor, or are not independent. Unlike the previous crisis path, however, this one is not ethics locked. Even a Xenophile Pacifist can delude themselves into thinking that a small amount of possible, unintentional suffering now may be a worthwhile sacrifice for a better future.

One of the shortcuts you can use to get there is the Synaptic Lathe. A powerful research facility, it harnesses the power of minds to compute and store data, with the slight downside of burning them out over time. It can be upgraded twice. The more Neural Chips you have contained within the Lathe, the more effective it becomes, as every chip improves the output of every other chip, resulting in a nonlinear productivity growth curve but make sure that there is always pops for the lathe to process, or risk seeing it break down for lack of suitable components.



At Crisis Rank 4, you’ll gain the ability to experiment upon reality through your Applied Infinity Theses. Applied Infinity Theses allow you to attempt to make improvements on a stubborn reality, which can have galactic or localized effects. Sometimes these go well… But other times things don’t go quite as planned, and the simple folk from other empires that just don’t understand may get upset. Frustratingly, reality is resilient, and does not take kindly to “adjustment”.



The aftereffects of your final experiment will ripple across the galaxy, causing significant problems for those that were left behind. A control group that elects to stay behind and observe from your former empire will protect itself well. The rest of the galaxy isn’t quite as prepared.

[h2]Origins[/h2]

[h2]Cybernetic Creed[/h2]



Embarking first on our divine odyssey of silicon and the soul, we introduce you to Cybernetic Creed, a spiritualist fast track to Cybernetics. Your spiritualist pops and leaders will start with the Ritualistic Implants Trait, representing your people's long dedication to attempting the perfect fusion of flesh and steel.

Eschew the mundane traditionalist factions of more standard empires for a quartet of Creeds, each a pillar of your economy and spiritual ethos.

Though united in their quest for divine fusion, harmony is a rare commodity among the Creeds. Dissonance and debate fuel their fiery passion for transcendence, and often, you will be asked to make choices that will make one Creed joyous at the expense of the others.

Will you elevate a single Creed to celestial prominence or attempt to weave a tapestry of unity among them?

Augmentation is worship.

To fuse is divine.

[h2]Synthetic Fertility[/h2]



Boosted by a deep understanding of artificial intelligence and advanced virtual reality, your empire starts the game with 37 Pops. But despite your success, your people are on the brink of extinction. An incurable genetic affliction ravages your species, stopping them from being able to produce offspring.

In a daring leap of innovation, your civilization constructs the Identity Repository. It's a race against time as minds are uploaded, seeking refuge in the digital expanse before death takes them. Parallel to this digital exodus, you're thrust into the urgent quest for the pinnacle of synthetic salvation - constructing robotic brains and bodies sophisticated enough to host your digital essences.

Will you seek aid? Will you engineer Synthetic Frames in time to reclaim your place among the stars? Or is this the dawn of an eternal digital slumber for your people?

[h2]Arc Welders[/h2]



Arc Welders is available to any Machine empire - whether a Gestalt Consciousness or Individualistic Machines. In some ways, it is the opposite of Resource Consolidation. Rather than having an exceptional homeworld where all of the resources of your home system are gathered, these celestial architects hail from a small, resource-poor planet and set their eyes on the skies.

The Arc Welders began constructing an Arc Furnace on a molten world in their home system before achieving Faster-Than-Light travel. This new megastructure lets them exploit the rest of their system for minerals and, once complete, for alloy production. As expert engineers, it will only take a little more practice before they figure out the basics of Mega-Engineering. However, it may take a while before they can finish researching that technology.

More details on the Arc Furnace below!

[h2]Civics[/h2]

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.

While other empires seek to improve themselves through genetic modification or through ascension, empires with the Natural Design Civic are quite certain that they are already at the apex of evolution and get bonuses to improve their main species at empire creation..

Available to gestalt machine intelligences, Obsessional Directive sets you in charge of a malfunctioning AI, who’s been given the task of producing Consumer Goods... At any cost. Create a spire of Commodities to demonstrate your commitment to creating office supplies, toasters, handheld electronics, or whatever other form you imagine your Consumer Goods take. Failure 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 will start with this purge type unlocked.)

Empires with the Diplomatic Protocols civic were initially designed for cross-cultural interpretation, and excel at translation and protocol support. They can suggest new strategies and calculate odds at a moment’s notice, and get extra Envoys and Diplomatic weight to represent this.

Pops in a Machine Empire with Tactical Algorithms were designed for war games and fleet support, and their leaders excel at generating war strategies and combat analysis. 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.

In Empires with the Augmentation Bazaars Civic (requires MegaCorp), your pops can pay a visit to the Augmentation Bazaar and purchase cut-rate augmentations and visit shady mod clinics. You too, can build a better you, and all it will cost is an arm and a leg!

[h2]Megastructures[/h2]

[h2]Dyson Swarm[/h2]



Fresh with the Machine Age, we are introducing the Dyson Swarm, a predecessor and proof of concept for your Dyson Sphere plans. 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, so placing a Dyson Swarm to capture the correct resource is very important. 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.

But with all that said, there are certain restrictions on building Dyson Swarms: you may not build Swarms around Black Holes, Neutron Stars nor upgrade them past Swarm state in systems with thriving colonies. Those restrictions exist for a simple reason. You can upgrade one of your Swarms directly into a Stage 2 Dyson Sphere, for a cool 1000 energy per month.

[h2]Arc Furnace[/h2]



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 system's resources.

That means at each stage, the Arc Furnace will create deposits on every planet or asteroid in the system:
  • Stage 1: 1 mineral deposit
  • Stage 2: 2 mineral deposit
  • Stage 3: 3 mineral and 1 alloy deposit
  • Stage 4: 4 mineral and 2 alloy deposit


In addition to the deposits, the Arc Furnace also makes mining in general more effective in the system, which manifests as a small bonus to your mining station output, of 100% bonus output at the final stage. To get the most out of your Arc Furnace, you want to find molten worlds in large systems, with plenty of planets and asteroids.

[h2]Ascension Paths[/h2]

[h2]Virtuality[/h2]



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 will gain access to the unique “Virtual” trait. This trait’s effects are reduced as you accumulate more colonies for your servers to run pops on, and the more expensive those servers are to run.

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.

[h2]Nanotech[/h2]

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 will transform basic resources into nanites and nanites into advanced resources. Consume worlds with nanites, activate powerful edicts to increase your production or combat capabilities, and build Nanite probe ships to bolster your fleets.

[h2]Modularity​[/h2]

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.

Unlock access to powerful Modularity Machine traits, plus extra trait picks and points, and a reduced modification cost. Utilizing the galaxy’s rarest resources, and cutting-edge technology, your empire will perfect mechanical augmentations.

[h2]Cosmetics[/h2]

And of course, what would a Stellaris expansion be without eyecandy? The Stellaris Art department has put a ton of work into The Machine Age, including two shipsets, two sets of portraits, event pictures, and more.

The Machine shipset

The Cybernetic shipset

For portraits, the Synthetic set of portraits comes in pairs: Each portrait includes a squishy biological version, and a machine version.

Synthetic Portraits.. each of these has a Machine version as well



The Cybernetic portraits on the other hand will become more cybernetic over time, which we hope will add to the depth of your roleplay when it comes to Cybernetic ascension.

Cybernetic Portraits.. these portraits will become more Cybernetic as you progress through Cybernetic ascension

Stage 1 Stage 2 Stage 3

Full list of Features:
  • Individualistic Non-Gestalt Machine Empires​
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)​
  • A new End-Game Crisis - The Synth Queen
  • A new Player Crisis Path - Cosmogenesis
  • 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​
  • Three New Ascension Paths
    • Virtuality
    • Nanotech
    • Modularity
  • 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​


Preorder The Machine Age today or as part of Stellaris: Season 08!

https://store.steampowered.com/app/2863190/Stellaris_Season_08/

Thanks for playing Stellaris, and we’ll see you for the release on May 7th!