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Stellaris Dev Diary #336 - The Origins and Situations of The Machine Age

by Eladrin

Hello everybody!

Today, we’ll go through the three Origins, Ascension Situations, and advanced government Authorities in The Machine Age expansion.

[h3]The Cybernetic Creed​[/h3]
Rejoice, for the The Machine Age beckons!

It's your digital prophet, Gatekeeper, dialing in to decode the mysteries of The Machine Age's upcoming Origins.

Embarking first on our divine odyssey of silicon and the soul, I will introduce you to Cybernetic Creed, a spiritualist fast track to Cybernetics. Your spiritualist pops and leaders will start with the Ritualist Cybernetics 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.



The Conclave of Fusion Situation will unfold after you embrace your sacred mission and interface with the Cybernetics Tradition Tree.



Here, you must guide your faith, defining its doctrine and the final form of your physical vessel.

Will you elevate a single Creed to celestial prominence or attempt to weave a tapestry of unity among them?
The fuse is divine. Augmentation is worship.

[h3]Synthetic Fertility​[/h3]
Next, we delve into the bittersweet digital saga of Synthetic Fertility, our fast track to the Synthetics Tradition Tree.



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.

The final version of this will not have that beautiful magenta image.

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?
[h3]Arc Welders​[/h3]
It wouldn’t feel right not to have a Machine origin in The Machine Age. 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 “kilostructure” lets them exploit the rest of their system for minerals and, once complete, for alloy production. 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 molten world Arc Furnace will be revealed in the April 4th dev diary.



[h3]Mechanists Update​[/h3]
With all of the focus The Machine Age is giving to mechanical empires of all forms, it is appropriate to improve the Mechanist origin as well… Mechanist now grants +2 machine trait points as well as an extra trait pick, and fills that by starting your robots off with the Adaptive Frames trait, taking advantage of the new auto-modding system we’re introducing in 3.12 “Andromeda”. You’ll have to wait until April 4th for complete details on how that works.



[h3]Cyberization and Synthesization Situations​[/h3]
I am Ferry, one of the Content Designers on The Machine Age, here to talk about the new narrative Ascension Situations. Utopia introduced the special projects to transform the population into cyborgs or synths. The Machine Age provides you with choices to shape the cyberization and synthesization process, as well as their ultimate effects.

When the Cybernetics tradition tree is adopted, the Cyberization Situation (the Cybernetic Creed Origin has its own version) kicks off with the question who will control the implants in society: the government, private corporations, or will the public be allowed to hack their own implants?

The Augmentation Center building, which is the focus for research and development during the Situation, stays after the situation to boost the cybernetics on the planet it’s on.



However, not everyone is excited about augmentation. Any Spiritualists will either have to be forced to become full cyborgs or be allowed to install the minimum amount of implants necessary to function in this new world according to the Cyberization Standards policy.



For Synthetics, in the Synthesization situation (the Synthetic Fertility origin has its own version), it’s not only Spiritualists who are wary of the planned changes. For some reason, even more people are concerned about scanning their mind to put into a mechanical body. Does your society allow those reluctant to stay around in quaint Old Towns or do they have to go into Biological Enclaves to escape becoming a part of the new machine species?

The Identity Complex building provides Identity Designer jobs across the empire, who boost mechanical assembly speed.



Empires that start as machines, Machine Intelligence or Individualist Machines, get their own ascension situation called Transformation. What this means will be explained in next week’s dev diary.
[h3]Advanced Government Authorities​[/h3]



After the Situation has concluded and the Tradition Tree has been filled, an event chain kicks off to shape society into a new Advanced Authority. Does the cybernetic society allow the individual to flourish, or are implants used to bring the population tighter together? Each of the four base Authorities and MegaCorp, as well as Gestalt Hives, can transform into a cybernetic version of the original Authority, or opt to stay the same.

Let’s have a look at the Imperial Authority. One path through the cybernetic societal shift ends with the Imperial Chipset Authority, where implants are inherited within families to carry strength and knowledge forward through the generations.



The empire Ruler gets access to a new relic called the RulerChip, which contains the memories and experiences of previous rulers. As each ruler dies, their class of Official, Commander, or Scientist will grant different bonuses for the heir as they ascend the throne.



The Cybernetic Creed Origin has its own set of advanced cyber governments, one for each Authority.

For Synthetics, the main question of the societal effects event chain is if the new machine society will put a focus on the physical or the virtual world. One example for the Democratic Authority is Democratic Surrogacy, which replaces soldiers and pilots with remote-controlled bodies.



[h3]Next Week​[/h3]
Next week we’ll look at Individualistic Machine Empires, gameplay changes we’re making to Machine empires, and go through the new Machine Ascension Paths and Transformation situation.

See you then!


Stellaris just announced a new major expansion that will put your dad in the Matrix




Stellaris, Paradox's venerable space 4X, is getting a new expansion this year. Called The Machine Age, it's launching alongside the game's 3.12 Andromeda update in the second quarter of 2024 and it will be plugging your loved ones into the supercomputer, buddy. No ifs, ands, or buts...
Read more.

Announcing The Machine Age

[h3]It is time to leave our flawed biological vessels behind.[/h3]
It’s my pleasure to announce that The Machine Age major expansion will be released alongside the Stellaris 3.12 ‘Andromeda’ update.

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

[previewyoutube][/previewyoutube]

[h3]In pursuing the divine calling, we shall achieve the fusion of the exalted body and sacred cybernetics.[/h3]

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

Cybernetic augmentation is not solely the province of the materialists.

[h3]Playgrounds stand empty. In time, we will cease to be.
For now, our salvation lies in the digital realm…[/h3]

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

Blur the lines between the physical and virtual worlds.

[h3]Our planet is barren, but our home system is a bounty of riches.
To exploit them, we must build bigger than ever before.[/h3]

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

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

[h3]The things that make me different are the things that make me, me.[/h3]

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

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

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

[h3]A transformative age is upon us,
sparked by innovation and oiled by opportunity.[/h3]

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

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

[h3]Become better than you are.[/h3]

Six new civics provide additional choices for your empires.
Corporate and Hive Mind civics require MegaCorp or Utopia respectively.



[h3]Build a better future.[/h3]
Two mid-game structures are introduced in The Machine Age - exploit systems with the molten world Arc Furnace, and start your work towards a Dyson Sphere early by building the Dyson Swarm.

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

[h3]Ignorance shackles us, putting the universe’s secrets out of reach.
No matter the price, we must break free.[/h3]

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

The time has come to be part of something greater.

[h3]My children, at last I am returned to you.[/h3]

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

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


[h3]The Machine Age expansion includes:[/h3]
  • Individualistic Non-Gestalt Machine Empires
  • Gestalt Machine Intelligence Empires (also unlocked by the Synthetic Dawn Story Pack)
  • Three new Origins
    • Cybernetic Creed
    • Synthetic Fertility
    • Arc Welders
  • Civics
    • Guided Sapience
    • Natural Design
    • Obsessional Directive
    • Protocol Droids
    • Tactical Cogitators
    • Augmentation Bazaars (Requires Megacorp)
  • Two Mid-Game Structures
    • Arc Furnace
    • Dyson Swarms
  • New Ascension Paths for Machine Empires
  • Cybernetic and Synthetic Ascension (also unlocked by Utopia)
  • Exploration of the effects of the cyberization or synthesization of society, with Advanced Government Forms for those who complete it.
  • New Species Traits for Cyborgs, Machines and Robots
  • Cybernetic portraits that change based on advancement through cyberization
  • Synthetic portraits with both organic and synthetic variants that changed based on synthesization, usable by either organics or machines
  • Two new Shipsets, Diplomatic Rooms, and City Sets
  • 7 new music tracks synthetic and cybernetic inspired music tracks
  • A new Player Crisis Path
  • …And a new End-Game Crisis.



https://store.steampowered.com/app/2840100/
Wishlist The Machine Age today!

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

Stellaris The Machine Age is a brand new expansion for the incredible 4X space game, as Paradox Interactive announces the next DLC will tackle an age of technological glory beset by ethical and social dilemmas. It comes with a new endgame crisis, individualistic machines, new situations, and three new origins to choose from as well.


Read the rest of the story...


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3.11.2 "Eridanus" Patch Released

by PDX-Loke

Hello,

Our latest patch is now live and ready for download, fixing most but not yet all of the issues reported from the 'Eridanus' release last week.

Please find the patch notes below.

[h3]STELLARIS 3.11.2 PATCH NOTES[/h3]

Balance

  • The Opener for Domination now gives +5% Worker Output and +5% Slave Output instead of +10% Slave Output so Egalitarians and Xenophiles aren’t sad.
  • Versatility Operational Proxies now gives +1 Unity production to Maintenance Drones so that Rogue Servitors aren't left out.
  • Decreased the cost to study (-25%) and pacify (-40%) space fauna.


Bugfixes
  • Ensure dead leaders are properly removed from their location so that new leaders can replace them.
  • Fixed Federation Emissaries and GalCom Delegates not assigning correctly and not being replaceable when dead.
  • Acquiring the Colonization Drones from the Chemical Wasteland Astral Rift will no longer lead to discovering Noxious Swamps (or other natural blockers) on Habitats (or other planets that shouldn't support these blockers)
  • Corrected Adaptability Enhanced Recycling tooltip listing a 10% reduction instead of the 15% reduction.
  • Corrected the finisher effect for Domination giving -15% Empire Size from Pops in some cases
  • The finisher for Diplomacy now correctly says it gives +10% Diplomatic Weight instead of +10 Diplomatic Weight
  • Fixed an issue where the "On the Origins of Nanites" special project didn't spawn.
  • The Chosen will now declare a war of Cleansing on whoever breaches their wormhole
  • Fixed habitat capital buildings given the wrong number of defensive armies
  • Mining districts on machine worlds should no longer claim to give scrap miner drone jobs
  • Fixed anomaly.7200 having repeated flags in their switch.
  • Cartographer II and Cartographer III are now correctly recognised as councilor traits
  • Fixed modifiers to mining and research station upkeep incorrectly attempting to reduce the upkeep of the planet they were orbiting
  • Science ship auto explore feature with astral rifts sometimes skipped unexplored ones
  • Fixed the icon for the Great Researcher trait
  • Fixed Holy Covenants not giving High Priest jobs in some cases
  • The Shallash system will now spawn properly again.
  • You will no longer be able to engage in pre-FTL diplomacy with pre-FTLs not within your borders
  • Homicidal empires will now properly annex pre-FTLs that are foolish enough to become space faring.
  • Bio-trophies are no longer affected by Noxious Twice.
  • Fix lack of evasion on sapient torpedo comp.


UI

  • Fixes the background selector for rulers being set incorrectly in the leader category of the background selectors


AI

  • Fixed AI leaving federations only if the federation has 2 members or the AI empire's type is unplayable.
  • Fixed AI never asking to leave Hegemony federations.



Stability

  • Fixed potential CTD in quantum catapult rendering
  • Fixed crash upon startup that could be caused by write-protected user directory.
  • Fixed CTD that sometimes happens when finishing species modification.
  • Fixed CTD when using console command dump_event_data and the output file is not writable
  • Fixed CTD in leader names after loading a savegame
  • Fixed CTD that may occur when updating diplomacy for countries without diplomacy
Modding

  • Added FEDERATION_DISBAND_THRESHOLD and FEDERATION_DISBAND_PLAYER_THRESHOLD defines, which define the AI's threshold for leaving a federation if it would be disbanded.