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Stellaris Dev Diary #340 - A Release Date, New Crisis and introducing Season 08

Hi everyone!

I wanted you to be the first to be introduced to the new End-Game Crisis coming in The Machine Age, but it seems that a Fallen Empire’s fleet beat us to it, let’s see how they’re doing…

[previewyoutube][/previewyoutube]

[h2]The Machine Age is Nearly Here - Announcing Stellaris: Season 08​[/h2]

As mentioned at the end of the video, The Machine Age will be arriving on Tuesday, May 7th.

It is now available for pre-purchase for $24.99 or regional equivalents.
https://store.steampowered.com/app/2840100

But there’s more - based on the popularity of Crusader Kings’ Chapter III, we’ve decided to celebrate our eighth anniversary by offering a similar expansion pass including all of the major Stellaris releases of the year for $39.99, which comes out to over a 20% discount.

There’s a chance that we might experiment with some other ideas that might or might not come out later this year, but Stellaris: Season 08 will include all of the major releases of 2024.

Players that have a Stellaris: Expansion Subscription will have access to Rick the Cube and the rest of Stellaris: Season 08 (as they release), while their subscription is running. (As with all DLC purchases, remember that while your subscription is running you count as owning everything so storefronts will block your purchase. If you are a subscriber that wants to buy Season 08, you will need to let your subscription lapse to make the purchase, after which you can re-subscribe.)

Rick the Cube is a Machine portrait. Creating an empire using this portrait will require the Synthetic Dawn Story Pack (or The Machine Age, when it releases). Synthetically ascending (requires Utopia) will allow you to choose the Rick the Cube portrait without Synthetic Dawn, or without any DLC it can be used by researching and building robots and robomodding.



[h2]Stellaris: Season 08 includes the following content:​[/h2]

[h2]Day 1 Unlock: Rick The Cube Species Portrait[/h2]
Initially announced in Stellaris Dev Diary ∛338, Rick the Cube is no joke.

Unlocked immediately with the purchase of Stellaris: Season 08, this Machine species portrait is a cube and definitely not a human. Behold those lines, those flat sides, those runes, and tremble before their ineffable polygonal nature.

[h2]Stellaris: The Machine Age (Major Expansion - coming May 7 2024 - $24.99)[/h2]

You’ve all been reading these dev diaries and thus should have a good understanding of what The Machine Age includes, but they’re making me write it again.

The Machine Age is the heart of the Stellaris: Season 08. This major expansion allows you to explore cyberpunk fantasies of technological augmentation and digitalization of consciousness, expanding the possibilities offered in game by the Cybernetic and Synthetic Ascension Paths. You can address the moral and social challenges that communing with the machine brings 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.

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​
  • Three New Machine Ascension Paths
    • Modularity
    • Nanotech
    • Virtuality
  • 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 synthetic and cybernetic inspired music tracks​
  • A new Become the Crisis Path​
  • …And a new End-Game Crisis.


[h2]Stellaris: Cosmic Storms (Mechanical Expansion - coming Q3 2024 - $12.99)[/h2]
A strange galactic phenomenon has been observed in the galaxy, Cosmic Storms have begun sweeping through the systems of the galaxy. Check the forecast, prepare your Empire to weather this new threat, and leverage the possibilities these storms give you as they weaken your enemies.

Discover multiple types of Cosmic Storms that travel from system to system in the galaxy, wrecking havoc (or bringing powerful bonuses) on empires throughout the galaxy. Discover new technologies allowing you to forecast, and influence the direction of these storms, and play with new civics and a new origin featured around taking advantage of this mysterious galactic phenomenon.

Includes:
  • 8 Galactic Storms with unique visual effects
  • 1 Origin
  • 2 new Relics
  • 2 new precursor story arcs


[h2]Stellaris: The Grand Archive (Story Pack - coming Q4 2024 - $14.99)[/h2]
The Grand Archive is vast and full of wonders, and it's up to you to fill its halls with the records of the unique lifeforms and marvels you meet in the galaxy. Construct a new megastructure, and collect exotic specimens from your space-faring adventures, what military applications might await you, and what unique life forms might you construct from the specimens you find is up to you.

In the Grand Archive Story Pack you will collect specimens from throughout the galaxy, and discover technologies allowing you to genetically modify the galaxy’s indigenous space fauna, and then breed these creatures to further your own agenda.

Includes:
  • A new Megastructure: “The Grand Archive”
  • 200 specimens to collect
  • A vivarium with space fauna capturing mechanics
  • Hatchery starbase and cloning facilities to alter space fauna and use them as fleets
  • 2 new types of spaceborne fauna - Voidworms and Cutholoids
  • A new Mid-Game Crisis - the Voidworm Plague
  • 2 Origins
  • 2 Tradition trees




Stellaris: Season 08 and The Machine Age are both available for pre-purchase now!

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

[h2]Inspiration Behind the Crisis[/h2]

Not every existential threat is overtly hostile, or even desires you harm.

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 as a terrifying, driven entity. 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.

Expanding upon some of the interactions originally created in Galactic Paragon, all of your conversations with the Synthetic Queen will have full, generated audio voice-overs.

Our Audio Director, Ernesto López, has a bit to say about how we went about it:

Designing the voice for the Synth Queen was an entertaining adventure. While we had access before to use Advanced Text to Speech to do prototypes and characters, this time, we tried to use the tool like a music synthesizer. We created multiple takes, arranged them, and compiled them, creating a good result. We were excited to create an AI character with an AI voice since this would allow some creative leeway. If the result felt odd or non-human, that could fit the character perfectly, but also when the results had specific emotion, that helped us to create what we believe is a fantastic character and an enjoyable and exciting narrative arc for players that have been waiting for a new and exotic crisis.

We’re extremely happy with how this all came out, it takes encounters with her to another level.

The Synthetic Queen gave us an opportunity to build upon existing stories of the Fallen Empires, answering some more questions about the ancient past.

We don’t want to spoil too much about the story, but we’re really looking forward to seeing you meet her.

The Synthetic Queen’s ships

[h2]Next Week[/h2]​
In next week’s dev diary we’ll be looking at the Become the Crisis path in The Machine Age, Cosmogenesis.

See you then!

3.11.3 "Eridanus" Patch Released

by PDX-Loke

Hello!

Our latest and greatest patch, 3.11.3, is now live and ready for download.

You will recognize this changelog from that of the open beta we made available a few weeks back, just one more crash fix has been included.

Please find the patch notes below.

[h3]STELLARIS 3.11.3 "ERIDANUS" PATCH NOTES[/h3]
Improvement
  • The Plasmic trait can now be removed from species if you want to clean up your species tab.
Bugfixes
  • Fixed global ship designs country type restriction so awakened empires are not allowed to use ai transports
  • Fixed refugees happening every day instead of every 90-180 days
  • Fixed secondary species in random empires not having a habitability trait.
  • Fixed the Abandoned Gateway event not taking into account ruined gateways from the Galatic Doorstep and Imperial Fiefdom origins
  • Fixed the accidental nerf to Civilian difficulty
  • Fixed the Luminary Bloodline not being inherited
  • Fixing council positions not being kept for Gestalt Consciousness empires after adding civics.
  • Made removal of expired leader from leader pool only happen on refresh
  • S875.1 Warform no longer disappears from leading their ship
  • The Grave Guardians will no longer trap you in an infinite first contact loop.
  • The Kaleidoscope no longer double dips in your income from trade
  • The Parvus event chain will no longer end too early removing all in progresses special projects.
  • Updated some text on the Galactic Community UI that was still referring to envoys instead of Delegates
  • Various anomalies and dig site events no longer try and give leaders the Hyper Focus trait if they already have it, instead they level the trait up.
  • Fixed a crash from Situation progress.


Please note save compatibility is not guaranteed between versions. Should you experience bugs or other issues, please first create a new, unmodded save and see if the issues persist. If the issues persist on a new unmodded save, please make a bug report!

Stellaris Dev Diary #339 - Civics & Structures of The Machine Age & Auto-Modding

by Eladrin

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.)
[h3]The Civics of The Machine Age​[/h3]


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.

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.

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.

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.

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.

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.



Now I’ll let Gruntsatwork talk about some new space structures.

[h3]Dyson Swarms[/h3]​
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.

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.
[h3]The Arc Furnace​[/h3]
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.

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).

[h3]Species Auto-Modification (“Auto-Modding”)​[/h3]

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 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.


MODDING INFORMATION
Traits can now be categorized into normal/cyborg/robotic/psionic/advanced_genetic/overtuned.

Here’s the script for the biological auto_mod trait:
TRAIT_AUTO_MOD_BIOLOGICAL

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:
TRAIT_AGRARIAN
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:
inline_script = "jobs/automodding_priority_food"


Which expands into:
AUTO_TRAIT_PRIO

auto_trait_prio = {
#Farmers
trait_agrarian
trait_farm_hands
trait_robot_harvesters
trait_cyborg_harvesters
}



[h3]Next Week​[/h3]
Next week we’ll explore the new End-Game Crisis that’s coming in The Machine Age.

See you then!

Stellaris Dev Diary ∛338: Rick the Cube



Hello Stellaris Cube-munity!

I know today wasn't in the dev diary cube-endar we posted earlier, but I felt like today was a special day.

In the finest of traditions of Stellaris cubeture, we are happy to introduce a new character portrait: Rick the Cube!

Cube Rick will never threaten to stab you and, in fact, cannot speak

Rick the Cube will be available Soon™ for purchasers of an unannounced future Stellaris DLC bundle (and also subscribers). We will be revealing more about this DLC bundle in the near future!

Watch the Rick the Cube Short! I am Rick the Cube!



Features:
  • Somehow contains more than Eight vertices
  • Six faces
  • a cube to take a shining to
  • a pleasing clockwork interior that is, at times, orange
  • definitely not a Human, cubed
  • not a sphere
  • will never give you up




For those of you who find the Stellaris portraits too anthropomorphized, we hope you will enjoy this new addition to the Stellaris portraits lineup! Encased in rune-covered cube armor, a sort of fully surrounding jacket made of metal, Cube Rick will be an excellent companion to take on a space odyssey.

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

by Eladrin

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.

[h3]Machine and Synthetic Gameplay Changes​[/h3]
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.



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.

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”.

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.)



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.

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.

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

[h3]More Origins now available to Machines​[/h3]
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



[h3]Transformation Situation and Ascension Paths​[/h3]
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.



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 and 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.



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


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




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.

[h3]Resistance is the Ratio of Voltage to Current Futile​[/h3]


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:



[h3]The Machine Ship Set​[/h3]
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:
We finally have a Machine shipset.

[h3]Next Week​[/h3]
Next week we’ll look at the Civics and Structures of The Machine Age, as well as Auto-Modding.

See you then!