stellaris traits is like >your species have the strenght to destroy concrete with your bare hands, the strenght to stand up against thanos himself and maybe take a punch of a super saiyan >bonus: +10% army strenght
@@aliski768 As even the forces of chaos can tell you, "Anyone who does not fear the humble lasgun has not run across a field of a thousand of them." The Astartes might be unstoppable one on one but in war everything evens out eventually.
@@technobabb4233 a single bolter shot takes more work and resources than the lasgun you just said, and the astartes haves a LOT of them and let's just ignore the unification wars aswell, of course a lot of humies can stand a chance against astartes without simping into super heavy artillery and tanks
Yes and war is much more than who has a bigger rifle or bigger biceps. Example 1: Russia and Ukraine with their multi million dollar tanks and hard-core veteran special forces getting popped by a kid with a Playstation 1 controller and a $200 drone.
Robot group 1: we are one. We work and grow as one. Robot group 2: Hay every body my name is Bob and this is Mike. Oh and Todd, Ed, John, will, Sam, and doom bot 9000....she's new 😅
I think a good way to reflect machines' digital immortality while retaining the eventual decay of their metallic bodies is adding some sort of additional leader pool for "dead" leaders, like it being their backups. The same could for example applied for necromancers (for obvious reasons), genetic-ascended (like replicating your dead heroes as clones from DNA depository or something) and psyonics (like extracting the dead soul of their beloved from Shroud like Orpheus and Eurydice)
And then when resurrection protocols are happening it could be interacted with (accelerated, slowed, or even stopped depending on the opinion or the loyalty and a bunch of other stuff.) giving espionage something to do instead of "give empire small pirate infestation"
@@walnutpants3600 maybe they could start at 1 with all the same traits they had when they died but they have to unlock them as they lvl up. They could also have an xp bonus, representing them relearning their jobs but still having some recollection of it, making it easier.
@@spacemansquid Meh, doesn't bother me, keeps the game fresh. My main issue with Paradox games is that I always end up playing the same way in the end regardless to maximise how strong I'll become. Stellaris changing the way it does forces me to try new things and learn new things, also I feel it improves the game mechanics whenever they do this. I know this is a controversial thought in today's age, but change is good, better than them doing nothing and giving us nothing. As for this DLC, I've never been more excited for a Paradox game DLC or even game as much as I am for this DLC, it's everything I've wanted out of the game for years.
Just wanted to mention that on the Dev Dairy the 'More Nanites for the food' is a typo and appears to have been changed to 'More Nanite for the Flood.'
I feel like a more immersive solution for the robotic lifespan would be to keep the current random death chance, but give you an option to repair your dead leader for alloys or unity.
@@MontuPlaysyes but you can download the software and use a dif robot. You do t get a new steam account to play Stellaris when you get a new pc do you haha
1. The 90% housing usage reduction for Virtual pops makes sense, in that, they still need some physical machinery to interact with the physical world, eg. mining. Also 90% is the cap for every kind of reduction. 2. Individualistic machines seems a bit like lithoids with extra steps.
@@theonesithtorulethemall eee… nope. First of all, there is a floor value of 50. Second of all, you can’t reduce each kind of empire size source to 0. If you refer to Montu’s zero empire size from pops, then there are still other sources, and it’s a relatively new thing, which probably will be limited in the future.
Thematically the machine habitability stuff makes sense. A tomb world would likely be caustic and abrasive. A waterbourne machine might utilize the water around them for heat disipation and so on.
Yeah it's never made sense that robots were absolutely fine everywhere. Especially on Jungle planets, the static build up from the humidity would damage any machine! They would need to modify themselves extensively to be able to disperse it or something. Also, frozen planets, robots can freeze! Haha
I think a good idea for balancing out individualist machine leaders, which I assume is the reason for removing immortality from synthetic, is to have them undergo transference instead of death. Have it function like death with the same rules and chances, but instead of the leader being removed from the pool they instead get reset down a few levels. That way you still have "immortal" pops but leaders cannot just stack exp forever.
I desperately want a unique gray goo become the crisis. Instead of building the aetheric engine you get hungrier and hungrier, maybe converting entire planets into more nanites like a paper clip optimizer scenarios.
That would be cool, but hopefully the nanite path isn’t exclusively a crisis path, because being a nanite rogue servitor or driven assimilator could be interesting as well.
I'm most excited to see the wide-build opportunity that Nanites are going to delve into. Hypothesis: next expansion will be a spiritualist rework of the shroud and spiritualist ascension, then the trinity will be later completed with a biological ascension and biological hivemind reworks (and living, biological spaceship skin, please).
I had a 400 year old leader once. Started a necrophage game (actual necroid portrait) the oldest I've ever had. I rarely have machine leaders last 250. Also, if we get void dwelling machines I'll accept all the nerfs with grace
I dont get why people are saying that their machine leaders die quickly, most of my leaders last the entire game, and I don’t have a mod or anything, they just rarely die, it is mildly annoying, because when they die, they do so at the early game. This change affects me greatly, especially now that I almost exclusively play machine empires.
I also think there should be a age reset thing. Maybe one of the new accessions give you a true immortality by spending a load of resources when a leader dies, giving an event. That or we make the vault of knowledge actually good somehow. Slight XP reduction but more trait picks/level cap/output of traits.
21:08 I hope Individualist Machine Empires get their own version of Syncretic, so that it can be used to make something like The Culture, where the secondary species isn’t limited to Worker Jobs.
The habitability change isn't much concern. I recently dug up an old hivemind build. Subterranean silicoid gestalt. The only planet that wasn't in the green for colonization was the Grunur tomb world, at least until the research completed. Having every single planet class available in the green at the start is quite the sight. So I don't know if this would be as great an issue for mechanical pops as well.
38:03 uh, neural chorus is quite clearly collectivist. A chorus of minds is a way I've seen a hive mind described before (i.e. Ubral Choir from endless space 2), and the way the edict is worded gives a hive mind vibe.
It sounds like a hivemind because it *is* a trait for a hivemind empire. Neural chorus is just the *more* individualistic of the two options available for the driven assimilator hivemind empire. They're still a hivemind either way, and therefore extremely collectivist, but neural chorus allows a *little* individuality. Unlike the other option, which sounds like it does not allow for any individuality.
@@Gafferman I disagree with this - We've already learned the lesson from procedural generation that there comes a certain point where it starts to feel like generic slop being reconfigured infinitely. Most of the time, a handcrafted product feels bigger and more diverse simply by virtue of the guiding hand behind the design making sure everything is unique and new, even if on a 'sheer numbers' level there's less there. Generative AI, despite the name, doesn't really generate new ideas or content, it's just a more advanced way to do procedural generation's work. If you want art you will always need an artist, and if AI ever gets to the point where it can be truly artistic we've reached general AI and civilization as we know it is probably about to change to the point where Stellaris will be the least of our concerns.
Man, this looks like quite the overhaul for machines in general. Interesting though. Ironically, not counting the combination with Subterranean, the +50% minimum habitability is still weaker than a Lithoid's +50% habitability modifier, because habitability tech will still look at the base habitability first, so a tomb world will remain 50% for a machine even with habitability techs (because it'll start at 0%, and if the techs bring it up to, say, 25%, that just gets overridden by the minimum habitability), whereas a Lithoid starts at 50% with that modifier and goes up with every habitability tech. So Lithoids are actually better than machines now in the habitability department, unless I'm missing something, which is an interesting balance shift. And yeah, machine leader being immortal sort of always had a large asterisk next to it because of the random accidents that could befall them. Still, if you have a solid 90 years before they're even at risk of dying, there's a good chance you can have enough tech to make them functionally immortal like you can with biological pops. As mentioned, where a bio pop could have a leader lifespan that ends up past the game end date, a machine leader at that stage of the game could randomly have an accident whereas bio pops don't have such a risk. Substance abuser still makes sense; if biologicals can affect their minds with drugs, machines can affect their minds with specialized programming. In fact, it's even easier to mess with their mind code deliberately I think. For virtuality, 90% makes sense to me for both balance and thematics. I mean, after all, those servers have to go somewhere, and they may still be pretty beefy even with advanced tech. It is very much a "tall empire" focus route.
Also this is going to make my 1k year living metal - nanite maintained God Empress Listhim D'vhakk a truly unique save and experience to have played. I truly understand the fallen empires and just wanted to "prune my garden" allowing the species I found Co-operative to bloom.
We were a mortal empire which transferred to machines frames, in lore we kept our organs like the brain but kept it maintained, the rich upper class which could afford living metal kept their organs to generate normal emotions, eventually developing the desire for personal pleasure jobs were taken by preference, with a 100 year on/off schedule which would dictate work and personal time. Each fleet was unique to the commander, leading to battles being more like art and orchestras lead by genius artisans of war, holding 2 juggernaut, 21 titans, 1 collosus, tamed "infestation" or preythoryn scourge queens and an over 800 year old amoeba queen. The empire had maintained networks and control of information in lower technology species in attempts to stop terrors from happening, intervening forcefully when necessary and eventually being discovered after a galactic collaboration to collect historical data, the coincidences to extreme leading to spy networks being less effective than proper diplomacy.
Machine empires should be immortal, but increased likelihood of developing negatives as time goes on to account for logic flaws and other technical problems. I would also like to see a more likely situation of a rogue AI being a problem, same with how there should be more biological pop internal problems. Right now, each empire is considered a perfect society and I can’t imagine that future for any manner of race/being/empire.
I assume you never had low stability on a planet? If you have low pop happiness, it increases crime and decreases stability. Having less than 25% stability for a year can trigger a planetary revolt that creates a new empire and steals your systems. Of course people never revolt if you take good care of them and make sure they are happy!
You say this like I wouldn't love to have rogue machines in my empire. That's exactly what I want. Logistically? Sure, it's an issue, but I'd compensate. On principle? It's amazing.
Would be nice if machines could swap/upgrade to a new body, but maybe lost 1 level from each skill in doing so to account for readjusting to the new body. Alternatively, rebodying could put a timed penalty to all level skill bonuses of like -80% to start scaling down to 0% over 10 years.
I’m surprised we don’t have the ability to approach death on robot Leaders like the reformat Node option. It starts your leader at Level 1, but with an amount of XP and maybe even some traits based on their prior build. I feel like that better mirrors the idea of replicated consciousness more than “you get one backup, no more”
I kind of like the idea that machines can last indefinitely, but the longer one is kept alive they become more and more expensive to maintain. Sort of like they're using legacy hardware and it's harder and harder to find replacements for it. Maybe you could even get a decision to make whenever the leaders are about to become non-functional where you decide if you want to replace their parts or not.
I wonder if you could do wide virtuality by releasing sectors as vassals and making those vassals small enough to also really benefit from virtuality. Like a distributed server network full of scholariums.
for the virtual ascension, be a shattered ring start, and gain access to that gaia world at the center of the galaxy (i forgot the name) that is massive. thats your colony base. everything else is to build mega structures and star bases.
Two things i would like to see: 1. Workerbots should give a bonus to energy and food production as well as minerals 2. For RP i would like to see a new species trait for bio and synthetic granting immortality but hacecthe chance of leaders dying in an accident like the synthetic leaders until now
The individualistic bots are the thing i like the most in the game. Finally no more one mind bots and can i have a good robot friendly empire that can have organics aswell.
Something interesting, they stated in the dev diary that driven assimilators could go down the cybernetic assention tree? Then gain some new traits. But dang I had no idea
26:00 You forgot that servers are in need of space so 90% reduction indeed seems plausible. The housing need also includes *THAT* and is not only for regular apartments/houses with kitchen, bathroom and a bed or three.
If the content in a dlc / expansion is full and feels like a good experience - both short term and in the long run - then I have no problems paying a 'premium'. However, I'm not talking Diablo 4 $100 "premium" prices...
I believe the lifespan and habitability rework makes the machine playstyle less unique and I don't think that access to the origins can compensate for that.
I think the mechanical leader lifespan change is a huge mistake and is nerf to Synthetic Ascension specifically, which really didn't need a nerf to begin with. The statement from the devs that the new system means mechanical leaders will live longer is entirely false, and I think there's a lot of confusion (because it isn't documented in game) on how malfunctions currently work: Looking at the event code, every 10 years, there is a 10% chance that ONE assigned leader or your Head of Research will suffer a malfunction, killing them. If you have the magic chair, this event never fires, and if you are a machine empire and have one of the synchronicity traditions, the event chance drops to 5%. In practice, this means a game should have an average of 2-3 (1-2 w/ the tradition for MEs) mechanical leader deaths, that will not affect any council position aside from your Head of Research, assuming you unassign them from their other job (planet governor, etc) before the turn of the decade. The new proposed system, in a 300 year length game, will result in far more leader deaths. It seems that a lot of options of getting around this are being provided for machine empires, but not for Synthetic Ascension empires. This puts Synthetic Ascension in a really weird position, where we have our pops scan their brains, turning them into data, and then upload them into robotic bodies that we created and fully understand, but we can't repeat this process to create backups or repair the bodies that we created? Even in real life, this isn't how things work. Data can be preserved through computer and through different parts. A CPU might burn out, but it can be replaced. A hard drive might go bad, but we have backups that we can move to a new drive. How are we more advanced in data preservation than a space age empire that has mastered the stars and synthetically ascended? From an RP perspective, this makes absolutely no sense. From a balance perspective, having truly immortal synth leaders is already something we essentially have. As I mentioned earlier, you're only going to be losing 2-3 leaders per game, and your most important leaders can easily be immortal. Despite this, Synthetic Ascension isn't OP because of this, at least not from what I've experienced, so I don't see why this shouldn't be the case moving forward, especially since Synths are also losing their habitability bonus. For machine empires, I think it makes sense to have a lifespan at the start of the game. The machine empire didn't necessary create and design themselves. They might not know how to easily replace themselves and copy their minds. And they have 3 new ascension paths which can remove this limitation. Also just a note at the end, the lifespan repeatable is called "Cell Revitalization", why would that do anything for mechanical life forms?
Always loved doing tall plays, so I'm gonna enjoy the virtual reality stuff. Should be fun with things like ecumenopoli or mega structures. I imagine it'd also be a pretty flexible playstyle where you could react faster than usual when you need a new ressource being built or a building being manned.
Do we think that the nanite path is also a new crisis path simultaneously? Because this feels like it has to be a crisis type. Im super excited for that if thats the case.
I honestly still think, all Robot Paths should eventually be able to get immortal leaders. I can argue that the old ones get some kind of data-deformaties, like the robot version of Alzheimer or something going wrong with their parts but once Synthetic (superior) bodies, or even becoming Nanites should be unlocked, they all should become immortal. It even says "Immortality is within our grasp!" when we currently do synthetic ascension (and i am someone that goes Psionic nearly every game).
With the age I'd have liked it more if bio pops would get a random accident chance similar to the way machines sometimes die. This would stop bio pops from living longer and would also make it so that you don't just have the same leaders all game in some cases.
I imagine a robotic Syncratic Evolution as working like the Thals and Dalek on Skaro, but the Daleks have instead decided to enslave the Thals rather than wipe them out.
I believe the moment Virtual gets to the megastructures, is the moment its growth changes from exponential, to quite literally vertical. Especially ring world.
What im thinking is the virtual ascension may be vey strong ifyou can release vassals, you can just create full worlds and fill them with pops then release them. Instant full economy vassal
I definitely get the change with machines having habitability, a machine designed to operate in a clean and regulated habitat environment certainly couldn't work underwater or in freezing ice deserts or mountains.
We need more portraits for machines. There have been very, very few additions to the pool of machine portraits since the beginning of DLCs for Stellaris, and I hope that we get at least one more row to our beepy lads.
You could always use mods if the existing portraits arent to your liking. I especially like the "SE - Humanoid Machines" mod that allows you to play as machines that look like people instead of appliances.
12:15 you can shield electronic compartments against radiation. Considering the radiation in space, I'd take it as granted that machines are adapted enough to have figured out electronics shielding against radiation and such.
Im a machine empire main and I found your argument at ~7:40 to be very persuasive and my previous anxiety has been relieved and re-channeled into enthusiasm, thank you for doing the analysis
I'm so looking forward to this, I've been wanting to play individualistic machines since synthetic dawn released. The changes to habitability is actually really cool to me and I like the flavor of having to retrofit your pops for habitability. The leader lifespan thing is a bit weird but I'd say you'll probably have less problems than before, and being able to reset age with ascension means you'll probably never have a leader die to age anyway. I'm so very pleased with all this and I'm excited to once again give the ring world origin a try with virtual ascension because that sounds good.
Does this unit have a soul? Maybe, but this unit definitely has digital cocaine! BZZZZZZZZZZZZZZZ Edit: The Titan class machine ship looks like the gauss cannon from Doom.
Lifespan rules seems dumb. Give us a way to backup their memories and transfer them to another shell. Mods already can do that, so they can do it. If in game we can build fucking megastructure, there's no reason to not be able to safeguard machine leaders.
I run a pretty standard Machine empire build focused on research and pop production. If youre buildung simulation sites on your planets you hardly ever need maintenance drones. I use these simulation sites mainly as unity production while they give amenities as a bonus. With 2 upgrades to the simulation site giving it 6 jobs is total it takes a while until you need maintenance drones and even then there is later game stuff that can bring it down to zero again.
I think it would be cool if they made a robot accession where the robots decide to become organic ( kind of like the opposition of how organic species can become machine/cybernetic)
Honestly, as a Machine Enjoyer ™, I like the habitability change. It actually makes your starting planets matter and gives you a reason to terraform planets beyond just clearing blockers. And, it makes sense that a machine that is designed to withstand a specific environment would struggle under different conditions. Plus, Machines get more Origins to play with which is totally worth no longer being able to blindly settle every planet in the galaxy. Not sure how I feel about the lifespan change, but if the devs are correct in saying it will actually allow the average machine leader to live longer, then I'm for it.
For the machines where they only live for 100 years, they should do a special project an start a memory wipe like on destiny, but you start back on lvl1 and lose both negative and positive trait but if the trait higher level it would just go down a level and still keep it with including a level up but if you don't it would start increasing the chances of getting more negative traits an die
I'd love if they could implement something similar to Endless Space 2's Riftborn: Machines that have inverted habitability modifiers. Meaning, they can inhabit barren worlds, but not "habitable" worlds. Which would mean it's impossible for other pops to exist on their planets, but they wouldn't have to worry about things like terraforming or poor planetary conditions. It could be a civic exclusive to machine empires called something like "biophobic". And maybe they would still be able to live on non-barren worlds, but would suffer large happiness penalties for the low habitability compared to their normal counterparts.
Awwwww ya, let Gray Goo it up. The resource monkey in me loves this new path. Though it does make me wonder if the L-gate is gonna be different for this path given they are the same thing as the Gray tempest.
perhaps after many digital consciousness transfer from one body to another causes the original experience, skill and personality to totally fade away, making it a totally new robot after the transfer
Hot take here, but I honestly kind of like the habitability changes for robots. Like, I've always found it weird how robots that are built by their organic creators to specifically function on an oceanic planet preference that were designed and produced to efficiently function in planets that have frequent rain cycles and humid environments would just automatically function as effectively as they would in a completely frozen planet or even completely dry planets. But I feel like 50% is a bit too low considering that they would surely be more adaptable than that.
I'd agree, but not at the start of the game, if anything, I'd set it to a little under Organic habitability, then have them passively get better habitability from researching already-existing tech, or maybe increase it by how much tech they've researched
It probably wouldn't be practical to implement, but I think machine leaders having a lifespan now would be more palatable if flavored as "data corruption". The idea being that, overtime, machine intelligences build up errors in their memory, eventually to the point of catastrophic failure. This would also explain why the leader can't simply be copied over, as the new copy would have the same level of corruption as the original. As technologies are researched, this problem becomes mitigated, with virtual intelligences having solved it completely.
The thing with +50% min. Habitability could be very powerful with the Shasttered Ring Origin, since it ignores the -habitability blockers on the other ring sections
I always thought it was weird that robots had that massive habitability boost. I've worked on some (extremely rudimentary) robots IRL, it was a small rover meant to drive around in a desert, and we had a lot of difficulty trying to build the thing to withstand those conditions. In theory you *could* design a robot with all sorts of features that make it quite adaptive to different environments, but that would require an investment of resources... sort of like adding the adaptive trait to your species. IMHO the habitability change makes a lot of sense.
To me it made sense in that you can easily replace parts and modify robotic bodies to be more suitable to a specific environment. We already can, to some extent, make robots work optimally in specific environments like underwater or in deserts. It doesn't seem that unreasonable to me that with even more advanced levels of technology we can design a modular robot that can be modified to suit a specific environment on a larger scale and for a longer period of time.
@@Khalkara Eh I'm not sold it'll ever be *easy* to modify robots so extensively so quickly unless the machine has been *specifically* designed to do so, and that would have an opportunity cost. I think that is pretty nicely realized by the adaptable trait, or by going subterranean machines to get that minimum 100% adaptability. Those kinds of robots clearly have been designed to work just fine everywhere, but maybe your average nanny-bot was only really designed to work well on their creators' home planet. Plus it still looks pretty easy to robo-mod robots that are suited to whatever planet you are on and then queue those up to be built instead, so robots should still feel pretty adapatble/modular. Also, I wouldn't be surprised if some of the ascention paths for robots also included some pretty substantial habitability boosts.
Okay, now with virtual pops, I want to try out a single planet challenge. Edit: Think I'll go with a AU synthetic fertility version of my Overtuned species, where their genetic research went bad before they could fix it.
I want to stack neural Chorus with the Expansion tradition, then when you colonize you get 3 pops just starting out, plus if you do syncretic evolution you can boost the servile pop growth speed. Combine that with gene clinics and that new thing that gives you an extra medical worker and you're looking pretty solid with pops. Of course, there's always the virtual world if you want to ignore literally all of that. Lol
Honestly, I'm really excited about this, aside from the more egregious habitability and lifespan changes. That's not too big of a deal though, as mods will easily fix those bouts of stupidity soon enough
Me: sees screenshot of machine leader with age tooltip and hears Montu saying "this change can be controversial" Also me: starts shouting in commet section before end of explaining WE ARE ALL DOOOOOOOOOOOOOOOOOOOOMED
Machine habitability makes sense. Many components have optimum temperatures and depending on conditions, machines have different needs. Cooling on hot planets and insulation or even heating on cold worlds. Dust or water proofing.
@@Khalkara Yes, that is a great argument for it making absolute sense, though. Low habitability increases pop upkeep and amenities use, and decreases output and species growth. All of those are the exact, realistic consequences of having your robots constantly need replacement parts because they are not optimised for the environment.
@@2MeterLP If your current (robot) body isn't optimized for the environment, you can customize it to be optimized. I meant it as, if your current arm gets rusty from the very humid environment you can replace it with one that is rust proof. The +200% habitability to me made perfect sense (or at least in so far as getting to the 100% cap) because it represents how easily customizable robots are compared to biological bodies.
@@Khalkara And that is why you can modify your robots through the species menu to fit the planet they are on. And research tech to increase habitability. Have you not watched the video?
@@2MeterLP Those aren't easy modifications.. They take a star nation's worth of research effort to implement. That's why they're a special project. Researching tech to increase habitability has to do with things like increasing habitat efficiency, not modifying pops. Have you not read the description of those techs?
29:00 Perhaps this means there is synergy between Ocean Paradise-origin and Virtual Ascension, as planet size and the capacity to increase it might be rather useful if you can only have so many of them. ...well, until Paradox wants to add Chairman Drek to the game.
I'd prefer the ability to transfer consciousness with some level cost. So you retain your traits, but lose some levels due to having to start from a backup copy on a new body rather than the whole leader just getting scrapped upon "death"
Subterranean machines could be a great way for them to keep in the old play style of machine for those who really want it by making the origin give a trait with identical numbers to the organic version, then you would have a minimum habitability of 100%, and could expand however you wanted just like before.
I do hope, the determined exterminator civic gives you extra habitability on tomb worlds, since that's what your homeworld turns into when you spawn, even if you take the prosperous unification origin.
@@Barghaest Tomb world preference has largely been removed. Most species that used to gain it just have a free trait that gives +70% habitability on tomb worlds and +10 years lifespan. I do hope that DE's at least get that trait since not only do they start on one but they have a bombardment stance that that can turn other planets into more tomb worlds.
Individualistic machines could have the same Ship of Theseus-based objections to mind uploading/transfer (or just a general belief in a soul) that many of us humans do so at least an option for normal aging rules could still be thematic
It realy isn't. We're talking about super advanced civilisations here. Not a robot from 1986. Making it break down because it's a bit humid on a planet is dumb. Robots now have nothing truly unique about them comparing to organics.
Machines decaying and dying reminds me of DSs in ‘Behold!Humanity’ where the moment something becomes sentient, even if digital, it begins to decay. it’s core code strings slowly unraveling over the course of its life span. and eventually it’s too unraveled to be repaired and they die.
stellaris traits is like
>your species have the strenght to destroy concrete with your bare hands, the strenght to stand up against thanos himself and maybe take a punch of a super saiyan
>bonus: +10% army strenght
I mean, punches don't really help in space warfare
@@spac3fr0g oh yeah Just try to Tell that to a guardsman fighting a astartes
@@aliski768 As even the forces of chaos can tell you, "Anyone who does not fear the humble lasgun has not run across a field of a thousand of them."
The Astartes might be unstoppable one on one but in war everything evens out eventually.
@@technobabb4233 a single bolter shot takes more work and resources than the lasgun you just said, and the astartes haves a LOT of them
and let's just ignore the unification wars aswell, of course a lot of humies can stand a chance against astartes without simping into super heavy artillery and tanks
Yes and war is much more than who has a bigger rifle or bigger biceps.
Example 1: Russia and Ukraine with their multi million dollar tanks and hard-core veteran special forces getting popped by a kid with a Playstation 1 controller and a $200 drone.
About time we get machine ships and backgrounds, was always weird to see them using the bio empire ones.
It only really made sense with the assimilators because they use the assimilated designs
For non-assimilators, I used Imperial just because it felt the least unique when it came to organics, like more function over form
Now we only need a hive zerg like ship Design with citytype to get the swarm rolling
@@hacoberthejacober3345 I mean the Borg were assimilators, their ships looked nothing like the ships of other races.
Not uninstalling the machine shipset XD still i like this new one
Robot group 1: we are one. We work and grow as one.
Robot group 2: Hay every body my name is Bob and this is Mike. Oh and Todd, Ed, John, will, Sam, and doom bot 9000....she's new 😅
The individualistic bots are the best thing that will be doing.
All I can think of the droid bar from the mandalorian just chillin around
Doom bot 9000: I am GaMeR!
Robot Group 3: Heart - Steel, We - kill!
Going to be amazing playing as Bobs from Bobiverse books.
I think a good way to reflect machines' digital immortality while retaining the eventual decay of their metallic bodies is adding some sort of additional leader pool for "dead" leaders, like it being their backups. The same could for example applied for necromancers (for obvious reasons), genetic-ascended (like replicating your dead heroes as clones from DNA depository or something) and psyonics (like extracting the dead soul of their beloved from Shroud like Orpheus and Eurydice)
This is a good idea, also they could be re-added to the leader pool with the same traits but the level 1 versions for example
This!!! This needs more traction!! This is bad ass af!!!
@@walnutpants3600minus 2 random traits each roll could represent degradation.
And then when resurrection protocols are happening it could be interacted with (accelerated, slowed, or even stopped depending on the opinion or the loyalty and a bunch of other stuff.) giving espionage something to do instead of "give empire small pirate infestation"
@@walnutpants3600 maybe they could start at 1 with all the same traits they had when they died but they have to unlock them as they lvl up. They could also have an xp bonus, representing them relearning their jobs but still having some recollection of it, making it easier.
Stellaris players: okay, time for amnesia №16. Let's learn how to play this new game.
Honestly this is why I’ve stopped playing until they’re just done.
I used to love the big changes, but now I’m kinda burnt out from it.
@@spacemansquidI just lock it on an older version until I am ready to try something new. Right now still using 3.7.4 from First Contact.
@@spacemansquid Meh, doesn't bother me, keeps the game fresh. My main issue with Paradox games is that I always end up playing the same way in the end regardless to maximise how strong I'll become. Stellaris changing the way it does forces me to try new things and learn new things, also I feel it improves the game mechanics whenever they do this.
I know this is a controversial thought in today's age, but change is good, better than them doing nothing and giving us nothing.
As for this DLC, I've never been more excited for a Paradox game DLC or even game as much as I am for this DLC, it's everything I've wanted out of the game for years.
Sixteenth time? *smirk* /meme
withered.wojak.meme
Just wanted to mention that on the Dev Dairy the 'More Nanites for the food' is a typo and appears to have been changed to 'More Nanite for the Flood.'
Dam… that’s badass
That's what I thought of when I first saw it! It must be the flood.
Oh… they culd have gone with surcharge disturbing idea… forcefeed people nanites
They put nanites in our food
I feel like a more immersive solution for the robotic lifespan would be to keep the current random death chance, but give you an option to repair your dead leader for alloys or unity.
I think this is a great idea maybe throw in some rare resources for like higher level leaders idk
It depends on how we view our 'robots' really. Most computer systems today won't last a hundred years
I agree. We replace computers with newer/faster versions. But it costs money/resources to do so.
Or months of research
@@MontuPlaysyes but you can download the software and use a dif robot. You do t get a new steam account to play Stellaris when you get a new pc do you haha
1. The 90% housing usage reduction for Virtual pops makes sense, in that, they still need some physical machinery to interact with the physical world, eg. mining. Also 90% is the cap for every kind of reduction.
2. Individualistic machines seems a bit like lithoids with extra steps.
That and the servers still need to be somewhere.
Wrong, you can actually reduce empire size by 100%
@@theonesithtorulethemall eee… nope. First of all, there is a floor value of 50. Second of all, you can’t reduce each kind of empire size source to 0. If you refer to Montu’s zero empire size from pops, then there are still other sources, and it’s a relatively new thing, which probably will be limited in the future.
Thematically the machine habitability stuff makes sense. A tomb world would likely be caustic and abrasive. A waterbourne machine might utilize the water around them for heat disipation and so on.
Yeah it's never made sense that robots were absolutely fine everywhere. Especially on Jungle planets, the static build up from the humidity would damage any machine! They would need to modify themselves extensively to be able to disperse it or something.
Also, frozen planets, robots can freeze! Haha
@@walnutpants3600Desert planets are gonna be great for machines! Dust never fouls up components right?
Speaking as someone who lives in a harsh environment I can attest to the wear and tear it has on machines.
Dust filters won't do much against water, water tight chassis would be a pain to cool in air, air cooling is susceptible to dust..
@@Osmotic sounds like owning a PC. 💀
Nanotech empires: "We are eating the dry walls and you can not stop us."
"We're not eating off the floor; we are eating THE floor."
Virtualised empires: "nice argument, one small issue, I'm in your dry walls."
I AM THE GOO! 👾
@@gigaus0 and now WE ARE FLOOR
@@Wr0y LETME1N LETME1N LETME1N LETME1N LETME1N!
Imagine lost colony machines where they find their original creators that would be cool.
I think a good idea for balancing out individualist machine leaders, which I assume is the reason for removing immortality from synthetic, is to have them undergo transference instead of death. Have it function like death with the same rules and chances, but instead of the leader being removed from the pool they instead get reset down a few levels. That way you still have "immortal" pops but leaders cannot just stack exp forever.
I don't see the problem with leaders stacking exp forever imo. Seems like a solution to a non existing problem.
@@Khalkara Have you never taken a look at the per-level bonuses they get when assigned a job?
@@Mika-ph6ku Yeah, and?
I desperately want a unique gray goo become the crisis. Instead of building the aetheric engine you get hungrier and hungrier, maybe converting entire planets into more nanites like a paper clip optimizer scenarios.
That's in the nanotechnology ascension path
@@EricLidiak delightful
So the paperclip replication
That would be cool, but hopefully the nanite path isn’t exclusively a crisis path, because being a nanite rogue servitor or driven assimilator could be interesting as well.
@@EyeOfMagnus4E201 god imagine being a pampered pop in a nanite rogue servitor
I'm most excited to see the wide-build opportunity that Nanites are going to delve into.
Hypothesis: next expansion will be a spiritualist rework of the shroud and spiritualist ascension, then the trinity will be later completed with a biological ascension and biological hivemind reworks (and living, biological spaceship skin, please).
I like that living metal and nanites are getting more uses and more ways to get them
22:07 you just established previously, that Research Assistants trait is +2% all research and is a 0 cost trait.
Oh was that the same trait! I thought it was a new robot trait we hadn't seen. Ignore me then
I had a 400 year old leader once. Started a necrophage game (actual necroid portrait) the oldest I've ever had. I rarely have machine leaders last 250.
Also, if we get void dwelling machines I'll accept all the nerfs with grace
How did you get a biological leader to survive for 400? That sounds impossible.
I dont get why people are saying that their machine leaders die quickly, most of my leaders last the entire game, and I don’t have a mod or anything, they just rarely die, it is mildly annoying, because when they die, they do so at the early game.
This change affects me greatly, especially now that I almost exclusively play machine empires.
From the moment I understood the weakness of my flesh, it disgusted me.
I crave the strength and certainty of steel, I aspire to the purety of the blessed machine.
Your kind cling to your flesh as if it will not decay and fail you.
One day, the crude biomass that you call a temple will wither and you will beg for my kind to save you.
Im going to enjoy seeing how the gigastructures birch world mod handles virtuality.
I also think there should be a age reset thing. Maybe one of the new accessions give you a true immortality by spending a load of resources when a leader dies, giving an event.
That or we make the vault of knowledge actually good somehow. Slight XP reduction but more trait picks/level cap/output of traits.
21:08 I hope Individualist Machine Empires get their own version of Syncretic, so that it can be used to make something like The Culture, where the secondary species isn’t limited to Worker Jobs.
The habitability change isn't much concern. I recently dug up an old hivemind build. Subterranean silicoid gestalt. The only planet that wasn't in the green for colonization was the Grunur tomb world, at least until the research completed. Having every single planet class available in the green at the start is quite the sight. So I don't know if this would be as great an issue for mechanical pops as well.
30:16 I think the Energy Credit upkeep is "0.1 per colony, per pop" so for 4 colones, it will be .4 energy per pop
38:03 uh, neural chorus is quite clearly collectivist. A chorus of minds is a way I've seen a hive mind described before (i.e. Ubral Choir from endless space 2), and the way the edict is worded gives a hive mind vibe.
We are the hive machines
Flavour text seems to indicate otherwise - greater variance in thought and emotion seems the more individualistic approach.
@@krieshakebut the idea of merging the voices to create a single harmony or something sounds very hive mindish right?
Did not claim it made sense. I guess they are going for multiple individual voices in harmony vibe...
It sounds like a hivemind because it *is* a trait for a hivemind empire. Neural chorus is just the *more* individualistic of the two options available for the driven assimilator hivemind empire. They're still a hivemind either way, and therefore extremely collectivist, but neural chorus allows a *little* individuality. Unlike the other option, which sounds like it does not allow for any individuality.
Art generator machine background 💀💀💀
Nooo not AI art here too 😂😂
Fucking based lmao
@@mouse9831if you ever want a TRUE sci-game on a grand scale... You'll need to accept that generative AI is needed.
@@Gafferman Thank you, this.
@@Gafferman I disagree with this - We've already learned the lesson from procedural generation that there comes a certain point where it starts to feel like generic slop being reconfigured infinitely. Most of the time, a handcrafted product feels bigger and more diverse simply by virtue of the guiding hand behind the design making sure everything is unique and new, even if on a 'sheer numbers' level there's less there. Generative AI, despite the name, doesn't really generate new ideas or content, it's just a more advanced way to do procedural generation's work. If you want art you will always need an artist, and if AI ever gets to the point where it can be truly artistic we've reached general AI and civilization as we know it is probably about to change to the point where Stellaris will be the least of our concerns.
We always enjoy your dark tangents and side stories. I demand more of them!
Man, this looks like quite the overhaul for machines in general. Interesting though. Ironically, not counting the combination with Subterranean, the +50% minimum habitability is still weaker than a Lithoid's +50% habitability modifier, because habitability tech will still look at the base habitability first, so a tomb world will remain 50% for a machine even with habitability techs (because it'll start at 0%, and if the techs bring it up to, say, 25%, that just gets overridden by the minimum habitability), whereas a Lithoid starts at 50% with that modifier and goes up with every habitability tech. So Lithoids are actually better than machines now in the habitability department, unless I'm missing something, which is an interesting balance shift. And yeah, machine leader being immortal sort of always had a large asterisk next to it because of the random accidents that could befall them. Still, if you have a solid 90 years before they're even at risk of dying, there's a good chance you can have enough tech to make them functionally immortal like you can with biological pops. As mentioned, where a bio pop could have a leader lifespan that ends up past the game end date, a machine leader at that stage of the game could randomly have an accident whereas bio pops don't have such a risk.
Substance abuser still makes sense; if biologicals can affect their minds with drugs, machines can affect their minds with specialized programming. In fact, it's even easier to mess with their mind code deliberately I think.
For virtuality, 90% makes sense to me for both balance and thematics. I mean, after all, those servers have to go somewhere, and they may still be pretty beefy even with advanced tech. It is very much a "tall empire" focus route.
6:20 pantheon is such a cool, deeply interesting and unique sci-fi i watched it twice back to back
Also this is going to make my 1k year living metal - nanite maintained God Empress Listhim D'vhakk a truly unique save and experience to have played.
I truly understand the fallen empires and just wanted to "prune my garden" allowing the species I found Co-operative to bloom.
We were a mortal empire which transferred to machines frames, in lore we kept our organs like the brain but kept it maintained, the rich upper class which could afford living metal kept their organs to generate normal emotions, eventually developing the desire for personal pleasure jobs were taken by preference, with a 100 year on/off schedule which would dictate work and personal time.
Each fleet was unique to the commander, leading to battles being more like art and orchestras lead by genius artisans of war, holding 2 juggernaut, 21 titans, 1 collosus, tamed "infestation" or preythoryn scourge queens and an over 800 year old amoeba queen.
The empire had maintained networks and control of information in lower technology species in attempts to stop terrors from happening, intervening forcefully when necessary and eventually being discovered after a galactic collaboration to collect historical data, the coincidences to extreme leading to spy networks being less effective than proper diplomacy.
Machine empires should be immortal, but increased likelihood of developing negatives as time goes on to account for logic flaws and other technical problems. I would also like to see a more likely situation of a rogue AI being a problem, same with how there should be more biological pop internal problems.
Right now, each empire is considered a perfect society and I can’t imagine that future for any manner of race/being/empire.
I assume you never had low stability on a planet? If you have low pop happiness, it increases crime and decreases stability. Having less than 25% stability for a year can trigger a planetary revolt that creates a new empire and steals your systems.
Of course people never revolt if you take good care of them and make sure they are happy!
You say this like I wouldn't love to have rogue machines in my empire. That's exactly what I want. Logistically? Sure, it's an issue, but I'd compensate. On principle? It's amazing.
Would be nice if machines could swap/upgrade to a new body, but maybe lost 1 level from each skill in doing so to account for readjusting to the new body. Alternatively, rebodying could put a timed penalty to all level skill bonuses of like -80% to start scaling down to 0% over 10 years.
I’m surprised we don’t have the ability to approach death on robot Leaders like the reformat Node option.
It starts your leader at Level 1, but with an amount of XP and maybe even some traits based on their prior build. I feel like that better mirrors the idea of replicated consciousness more than “you get one backup, no more”
I kind of like the idea that machines can last indefinitely, but the longer one is kept alive they become more and more expensive to maintain. Sort of like they're using legacy hardware and it's harder and harder to find replacements for it. Maybe you could even get a decision to make whenever the leaders are about to become non-functional where you decide if you want to replace their parts or not.
I wonder if you could do wide virtuality by releasing sectors as vassals and making those vassals small enough to also really benefit from virtuality. Like a distributed server network full of scholariums.
you probably can actually.
for the virtual ascension, be a shattered ring start, and gain access to that gaia world at the center of the galaxy (i forgot the name) that is massive. thats your colony base. everything else is to build mega structures and star bases.
11:40 so glad that part made it into the video, that genuinely had me interested keep up the great work!
Two things i would like to see:
1. Workerbots should give a bonus to energy and food production as well as minerals
2. For RP i would like to see a new species trait for bio and synthetic granting immortality but hacecthe chance of leaders dying in an accident like the synthetic leaders until now
The individualistic bots are the thing i like the most in the game. Finally no more one mind bots and can i have a good robot friendly empire that can have organics aswell.
Something interesting, they stated in the dev diary that driven assimilators could go down the cybernetic assention tree? Then gain some new traits. But dang I had no idea
26:00
You forgot that servers are in need of space so 90% reduction indeed seems plausible.
The housing need also includes *THAT* and is not only for regular apartments/houses with kitchen, bathroom and a bed or three.
If the content in a dlc / expansion is full and feels like a good experience - both short term and in the long run - then I have no problems paying a 'premium'.
However, I'm not talking Diablo 4 $100 "premium" prices...
I believe the lifespan and habitability rework makes the machine playstyle less unique and I don't think that access to the origins can compensate for that.
I think the mechanical leader lifespan change is a huge mistake and is nerf to Synthetic Ascension specifically, which really didn't need a nerf to begin with.
The statement from the devs that the new system means mechanical leaders will live longer is entirely false, and I think there's a lot of confusion (because it isn't documented in game) on how malfunctions currently work:
Looking at the event code, every 10 years, there is a 10% chance that ONE assigned leader or your Head of Research will suffer a malfunction, killing them. If you have the magic chair, this event never fires, and if you are a machine empire and have one of the synchronicity traditions, the event chance drops to 5%.
In practice, this means a game should have an average of 2-3 (1-2 w/ the tradition for MEs) mechanical leader deaths, that will not affect any council position aside from your Head of Research, assuming you unassign them from their other job (planet governor, etc) before the turn of the decade. The new proposed system, in a 300 year length game, will result in far more leader deaths.
It seems that a lot of options of getting around this are being provided for machine empires, but not for Synthetic Ascension empires. This puts Synthetic Ascension in a really weird position, where we have our pops scan their brains, turning them into data, and then upload them into robotic bodies that we created and fully understand, but we can't repeat this process to create backups or repair the bodies that we created? Even in real life, this isn't how things work. Data can be preserved through computer and through different parts. A CPU might burn out, but it can be replaced. A hard drive might go bad, but we have backups that we can move to a new drive. How are we more advanced in data preservation than a space age empire that has mastered the stars and synthetically ascended? From an RP perspective, this makes absolutely no sense.
From a balance perspective, having truly immortal synth leaders is already something we essentially have. As I mentioned earlier, you're only going to be losing 2-3 leaders per game, and your most important leaders can easily be immortal. Despite this, Synthetic Ascension isn't OP because of this, at least not from what I've experienced, so I don't see why this shouldn't be the case moving forward, especially since Synths are also losing their habitability bonus.
For machine empires, I think it makes sense to have a lifespan at the start of the game. The machine empire didn't necessary create and design themselves. They might not know how to easily replace themselves and copy their minds. And they have 3 new ascension paths which can remove this limitation.
Also just a note at the end, the lifespan repeatable is called "Cell Revitalization", why would that do anything for mechanical life forms?
Always loved doing tall plays, so I'm gonna enjoy the virtual reality stuff. Should be fun with things like ecumenopoli or mega structures. I imagine it'd also be a pretty flexible playstyle where you could react faster than usual when you need a new ressource being built or a building being manned.
Do we think that the nanite path is also a new crisis path simultaneously? Because this feels like it has to be a crisis type. Im super excited for that if thats the case.
I honestly still think, all Robot Paths should eventually be able to get immortal leaders. I can argue that the old ones get some kind of data-deformaties, like the robot version of Alzheimer or something going wrong with their parts but once Synthetic (superior) bodies, or even becoming Nanites should be unlocked, they all should become immortal. It even says "Immortality is within our grasp!" when we currently do synthetic ascension (and i am someone that goes Psionic nearly every game).
Machines die out of old age? That stinks. In my opinion of course. Hope they will U-Turn on that, but I wouldn't expect it.
Hmm, seems like virtualisation would synergise pretty well with megacorps - time for AWS to head to the stars, it seems!
With the age I'd have liked it more if bio pops would get a random accident chance similar to the way machines sometimes die. This would stop bio pops from living longer and would also make it so that you don't just have the same leaders all game in some cases.
I imagine a robotic Syncratic Evolution as working like the Thals and Dalek on Skaro, but the Daleks have instead decided to enslave the Thals rather than wipe them out.
I believe the moment Virtual gets to the megastructures, is the moment its growth changes from exponential, to quite literally vertical.
Especially ring world.
As an avid Rogue Servitor player, I am very interested in how virtual ecuminopolis will play out
What im thinking is the virtual ascension may be vey strong ifyou can release vassals, you can just create full worlds and fill them with pops then release them. Instant full economy vassal
I definitely get the change with machines having habitability, a machine designed to operate in a clean and regulated habitat environment certainly couldn't work underwater or in freezing ice deserts or mountains.
We need more portraits for machines. There have been very, very few additions to the pool of machine portraits since the beginning of DLCs for Stellaris, and I hope that we get at least one more row to our beepy lads.
You could always use mods if the existing portraits arent to your liking. I especially like the "SE - Humanoid Machines" mod that allows you to play as machines that look like people instead of appliances.
I believe the first diary did say they're adding "synthetic" portraits as well as new portraits that have cyborg variance
Substance abuser machines...there was an entire Futurama episode about this!
12:15 you can shield electronic compartments against radiation.
Considering the radiation in space, I'd take it as granted that machines are adapted enough to have figured out electronics shielding against radiation and such.
This is basically synthetic dawn part 2. I love it, can we get a Nemesis part 2 and a Distant stars part 2 as well
Im a machine empire main and I found your argument at ~7:40 to be very persuasive and my previous anxiety has been relieved and re-channeled into enthusiasm, thank you for doing the analysis
AGING DEATH?!? WHAT???
I'm so looking forward to this, I've been wanting to play individualistic machines since synthetic dawn released. The changes to habitability is actually really cool to me and I like the flavor of having to retrofit your pops for habitability. The leader lifespan thing is a bit weird but I'd say you'll probably have less problems than before, and being able to reset age with ascension means you'll probably never have a leader die to age anyway. I'm so very pleased with all this and I'm excited to once again give the ring world origin a try with virtual ascension because that sounds good.
I am genuinely excited, haven't been excited like this for Stellaris in awhile.
That Nanite path is very similar to the Nanite Expansion mod. Neat.
I play Machine Empires like 90% of the time, so I am very very very happy to get new content like this !!!
Does this unit have a soul? Maybe, but this unit definitely has digital cocaine! BZZZZZZZZZZZZZZZ Edit: The Titan class machine ship looks like the gauss cannon from Doom.
Lifespan rules seems dumb. Give us a way to backup their memories and transfer them to another shell. Mods already can do that, so they can do it. If in game we can build fucking megastructure, there's no reason to not be able to safeguard machine leaders.
Well Ringworlds with Virtual pops are going to be bloody OP.
I wonder, it this resource reduction per planet works also for trade value ... if no, then trade virtual reality could broke entire game.
I'm wondering how this will look with an ecuminopolis.
@@radeksilar543if I remember correctly, since trade value is not a *resource* resource, it's not affected by pop modifiers, only job ones
I run a pretty standard Machine empire build focused on research and pop production. If youre buildung simulation sites on your planets you hardly ever need maintenance drones. I use these simulation sites mainly as unity production while they give amenities as a bonus. With 2 upgrades to the simulation site giving it 6 jobs is total it takes a while until you need maintenance drones and even then there is later game stuff that can bring it down to zero again.
I think it would be cool if they made a robot accession where the robots decide to become organic ( kind of like the opposition of how organic species can become
machine/cybernetic)
Honestly, as a Machine Enjoyer ™, I like the habitability change. It actually makes your starting planets matter and gives you a reason to terraform planets beyond just clearing blockers. And, it makes sense that a machine that is designed to withstand a specific environment would struggle under different conditions. Plus, Machines get more Origins to play with which is totally worth no longer being able to blindly settle every planet in the galaxy.
Not sure how I feel about the lifespan change, but if the devs are correct in saying it will actually allow the average machine leader to live longer, then I'm for it.
For the machines where they only live for 100 years, they should do
a special project an start a memory wipe like on destiny, but you start back on lvl1 and lose both negative and positive trait but if the trait higher level it would just go down a level and still keep it with including a level up but if you don't it would start increasing the chances of getting more negative traits an die
I'd love if they could implement something similar to Endless Space 2's Riftborn: Machines that have inverted habitability modifiers. Meaning, they can inhabit barren worlds, but not "habitable" worlds. Which would mean it's impossible for other pops to exist on their planets, but they wouldn't have to worry about things like terraforming or poor planetary conditions. It could be a civic exclusive to machine empires called something like "biophobic". And maybe they would still be able to live on non-barren worlds, but would suffer large happiness penalties for the low habitability compared to their normal counterparts.
Machines do hold Singularitys and life sparks, same as flesh sapients or energy based entities, the only difference is the vessel.
That is probably how long the individualistic have before they go insane
Virtual is perfect for my play style I love playing tall and tend to stick to 3 worlds so a nice 100% buff to output will be amazing
so nanites are like progenitors for machines and i like that
the devs are really killing it w this update and dlc
Awwwww ya, let Gray Goo it up. The resource monkey in me loves this new path. Though it does make me wonder if the L-gate is gonna be different for this path given they are the same thing as the Gray tempest.
Fanatic Spiritualist robots: I choose to believe what I was programmed to believe!
perhaps after many digital consciousness transfer from one body to another causes the original experience, skill and personality to totally fade away, making it a totally new robot after the transfer
Hot take here, but I honestly kind of like the habitability changes for robots. Like, I've always found it weird how robots that are built by their organic creators to specifically function on an oceanic planet preference that were designed and produced to efficiently function in planets that have frequent rain cycles and humid environments would just automatically function as effectively as they would in a completely frozen planet or even completely dry planets. But I feel like 50% is a bit too low considering that they would surely be more adaptable than that.
I'd agree, but not at the start of the game, if anything, I'd set it to a little under Organic habitability, then have them passively get better habitability from researching already-existing tech, or maybe increase it by how much tech they've researched
It probably wouldn't be practical to implement, but I think machine leaders having a lifespan now would be more palatable if flavored as "data corruption". The idea being that, overtime, machine intelligences build up errors in their memory, eventually to the point of catastrophic failure. This would also explain why the leader can't simply be copied over, as the new copy would have the same level of corruption as the original. As technologies are researched, this problem becomes mitigated, with virtual intelligences having solved it completely.
The thing with +50% min. Habitability could be very powerful with the Shasttered Ring Origin, since it ignores the -habitability blockers on the other ring sections
I always thought it was weird that robots had that massive habitability boost. I've worked on some (extremely rudimentary) robots IRL, it was a small rover meant to drive around in a desert, and we had a lot of difficulty trying to build the thing to withstand those conditions. In theory you *could* design a robot with all sorts of features that make it quite adaptive to different environments, but that would require an investment of resources... sort of like adding the adaptive trait to your species. IMHO the habitability change makes a lot of sense.
To me it made sense in that you can easily replace parts and modify robotic bodies to be more suitable to a specific environment.
We already can, to some extent, make robots work optimally in specific environments like underwater or in deserts.
It doesn't seem that unreasonable to me that with even more advanced levels of technology we can design a modular robot that can be modified to suit a specific environment on a larger scale and for a longer period of time.
@@Khalkara Eh I'm not sold it'll ever be *easy* to modify robots so extensively so quickly unless the machine has been *specifically* designed to do so, and that would have an opportunity cost. I think that is pretty nicely realized by the adaptable trait, or by going subterranean machines to get that minimum 100% adaptability. Those kinds of robots clearly have been designed to work just fine everywhere, but maybe your average nanny-bot was only really designed to work well on their creators' home planet.
Plus it still looks pretty easy to robo-mod robots that are suited to whatever planet you are on and then queue those up to be built instead, so robots should still feel pretty adapatble/modular. Also, I wouldn't be surprised if some of the ascention paths for robots also included some pretty substantial habitability boosts.
Were those XXI century robots or black hole consuming, FTL capable, sentient suoer robots from the far future?
@@oumajgad6805 Fair point XD. I would be disappointed if robots weren't able to settle just about anywhere by about midway through the game.
Okay, now with virtual pops, I want to try out a single planet challenge.
Edit: Think I'll go with a AU synthetic fertility version of my Overtuned species, where their genetic research went bad before they could fix it.
There needs to be new machine species portraits for these ascension paths.
I want to stack neural Chorus with the Expansion tradition, then when you colonize you get 3 pops just starting out, plus if you do syncretic evolution you can boost the servile pop growth speed. Combine that with gene clinics and that new thing that gives you an extra medical worker and you're looking pretty solid with pops. Of course, there's always the virtual world if you want to ignore literally all of that. Lol
Honestly, I'm really excited about this, aside from the more egregious habitability and lifespan changes. That's not too big of a deal though, as mods will easily fix those bouts of stupidity soon enough
It would be cool if leader body transfer became a council task... That leaders percs go away until completed
I don't wanna keep having to re-learn all these systems man
Me: sees screenshot of machine leader with age tooltip and hears Montu saying "this change can be controversial"
Also me: starts shouting in commet section before end of explaining
WE ARE ALL DOOOOOOOOOOOOOOOOOOOOMED
Nannybot - Say hello to the Doubtfire empire!
Machine habitability makes sense. Many components have optimum temperatures and depending on conditions, machines have different needs. Cooling on hot planets and insulation or even heating on cold worlds. Dust or water proofing.
It really doesn't though, you can replace a robot's rusted arm with a freshly made one.
@@Khalkara Yes, that is a great argument for it making absolute sense, though. Low habitability increases pop upkeep and amenities use, and decreases output and species growth. All of those are the exact, realistic consequences of having your robots constantly need replacement parts because they are not optimised for the environment.
@@2MeterLP If your current (robot) body isn't optimized for the environment, you can customize it to be optimized.
I meant it as, if your current arm gets rusty from the very humid environment you can replace it with one that is rust proof.
The +200% habitability to me made perfect sense (or at least in so far as getting to the 100% cap) because it represents how easily customizable robots are compared to biological bodies.
@@Khalkara And that is why you can modify your robots through the species menu to fit the planet they are on. And research tech to increase habitability. Have you not watched the video?
@@2MeterLP Those aren't easy modifications.. They take a star nation's worth of research effort to implement. That's why they're a special project.
Researching tech to increase habitability has to do with things like increasing habitat efficiency, not modifying pops.
Have you not read the description of those techs?
29:00 Perhaps this means there is synergy between Ocean Paradise-origin and Virtual Ascension, as planet size and the capacity to increase it might be rather useful if you can only have so many of them.
...well, until Paradox wants to add Chairman Drek to the game.
I'd prefer the ability to transfer consciousness with some level cost. So you retain your traits, but lose some levels due to having to start from a backup copy on a new body rather than the whole leader just getting scrapped upon "death"
22:55 Sounds like a happy cooing baby in the background!
Subterranean machines could be a great way for them to keep in the old play style of machine for those who really want it by making the origin give a trait with identical numbers to the organic version, then you would have a minimum habitability of 100%, and could expand however you wanted just like before.
I do hope, the determined exterminator civic gives you extra habitability on tomb worlds, since that's what your homeworld turns into when you spawn, even if you take the prosperous unification origin.
You’re probably going to start with Tomb World preference giving you lower habitability on non-tomb worlds.
@@Barghaest Tomb world preference has largely been removed. Most species that used to gain it just have a free trait that gives +70% habitability on tomb worlds and +10 years lifespan. I do hope that DE's at least get that trait since not only do they start on one but they have a bombardment stance that that can turn other planets into more tomb worlds.
Individualistic machines could have the same Ship of Theseus-based objections to mind uploading/transfer (or just a general belief in a soul) that many of us humans do so at least an option for normal aging rules could still be thematic
Chernobyl is a good show.
The habitability change is thematically ok, but it feels wrong that they get only 75% in their preferred planet types.
yeah, i agree with that, please at least 80 percent, like bios
It realy isn't. We're talking about super advanced civilisations here. Not a robot from 1986. Making it break down because it's a bit humid on a planet is dumb. Robots now have nothing truly unique about them comparing to organics.
Machines decaying and dying reminds me of DSs in ‘Behold!Humanity’ where the moment something becomes sentient, even if digital, it begins to decay. it’s core code strings slowly unraveling over the course of its life span. and eventually it’s too unraveled to be repaired and they die.