stellaris do robots need amenities. Robot armies are great for early game armies because they are immune to morale damage (0 morale in an army = -75% army damage output in that army!) and robot armies getting defeated. stellaris do robots need amenities

 
 Robot armies are great for early game armies because they are immune to morale damage (0 morale in an army = -75% army damage output in that army!) and robot armies getting defeatedstellaris do robots need amenities  actually, the only civs i've played that needed lots of amenity buildings were gestalts

Each maintenance drone would produce 5 amenities and use 0,9 themselves for a net benefit of 4,1. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. This is always a bottleneck for any gestalt empire. . The shown amenities value is the available amenities value, or the surplus. Legacy Wikis. Nerf the Robot Factory and buff Gene clinics to be on par. 152. My standard trait setup for robots is Efficient Processors, Emotion Modulators, Mass-Produced, Luxurous and High Bandwidth. Tier II, Droids, can take all Specialist jobs except Researcher. If your robots are Uncanny, then Maintenance drones only provide 3. - 20x if has any mega-structure (in any condition) within borders. Robots being able to perform researcher and cultural worker jobs is convenient but I can. The planet has maximum logistical bonus. If you're making it a foundry world, it might be best to just use the rest of the building slots for housing buildings. Being short on Amenities has a much bigger impact as having excess Amenities. 5x if scientist has none of: * Expertise is voidcraft. cornyclassic •. has_trait = trait_robot_superconductive. Fully-developed planets can be outright ignored. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. Before switching to synths, you could have a total of 4. ) It soft-caps productive pops however. Pops need 1 amenities each so when all is combined you will. Robotic workers policy refinement – This new policy dictates whether robotic pops should exist or not. (Full bonus starts decreasing by 1% per pop at your 8th pop, -10% is reached at 48) Non-Adaptive is also a free take for void dwellers. Unless you are a devour swarm or into canabalism i would suggest avoiding getting other life forms on your planets. Also robots are cool. Jul 23,. The tech is there because machine empires can build bioreactor & feed bio pops. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. Charismatic trait, some techs and a mega art installation. it really depends on what you need and what you're planning to do, but the research districts are great, and focusing one or two of the ringworld sections on agriculture will ensure no one in your empire will ever go. This will displease any Spiritualist faction but it is well worth it. r/Stellaris • Federations need to be. '. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. You can add more on top of that with power drills or efficient processors or logic engines. your machine pops need amenities because for them the amenities are spare parts. Robots are assembled rather than grown, which means this can happen alongside organic pop growth, for more overall workforce. Ruler. 12 worker strata pops only costs you 4 consumer goods per month. Just like in. The top is a standard game start human who has surpassed the base age of 80. And Hive Worlds are pretty good. 2) Survey Black Holes until you spawn the anomaly Rainbow in the Dark. Some of these sites, like Message In The Canopy and Debris. To conquer a planet, you'll need Assault Armies. If you use robots for you labor, they use. just my 2 cents. Services that make life easier maybe. For Hive Minds, when you need amenities you can either employee Maintenance Drones which are just clerks but even worse, or you can use a building slot to make the Unity building which also grants amenities. The main pro is the +10% robot output. *. With a robot design emphasizing low cost (Mass Produced. Compared to organic population who need 1 food plus bit of consumer goods depending on living standards. The amenities nerf doesn't hit Synth empires at all since they generate amenities like normal empires. Keep free housing at 3 or higher, and free amenities at 0 or higher. Amenities are the stuff that makes pops happy, like flat screen TVs and movies. Hive Minds kind of need a touch up. Influence, alloys and empire size are critical now. gene clinics make amenities. Consumer goods are generally more technology, cars, phones, computers. If you want to play a Machine Empire with a special starting world, you could pick the origin that starts you on a Machine world. Do the same penalty for robots, but for 0 energy credits. iirc when you click on "make claim" you can the pick which systems you want to fabricate claims on on the galaxy map. Thread starter bdolishny; Start date Jun 22, 2023; Jump to latest Follow Reply Menu We have. Jump to latest Follow Reply. With -20% Amenities from jobs this changes to: At 5 pops +1 At 9 pops -3 At 10 pops +2,8 (+0,4 if techn. Pre synth : 8. Stellaris Wiki Active Wikis. Unless you're playing very aggressively (in which case, alloy forges everywhere ) they will almost always be your first building on any planet. I didn't do the math on Superconductive, but if it isn't worth getting Ingenious / Industrious over Intelligent for. special desposits only get mined. If habitability is very low, you can consider waiting to get another species in your empire that can better colonize it, or until it can be terraformed. No Consumer Goods needed. Stellaris Real-time strategy Strategy video game Gaming 41 comments Best DoeCommaJohn • 2 yr. Precinct. As for Prosperous Unification, it's value lies in snowballing; first 50 years are the most important time in the game, as far as competitive gaming is concerned. If you enable pop control, then all robots will have a -10% to happiness. Complicated answers made simple: All bio-pops use 1 food of upkeep per month, all robots use 1 energy per month, and all lithoids use 1 mineral per month. Slaves normally only take up . Oligotroph (3). And giving the robots citizen rights kinda defeats their purpose if you play as an organic civ. Robots are also habitable everywhere, though later on this can be solved. 8 per Job, or from 6 to 7. They (Paradox) can, and arguably should, leave the inability to give robots Full AI Rights (barring e. I only play bots. First there's psychic ascension. War Doctrines are gated behind the Supremacy Tree. Divinity of life Stats Snapshot from the Stellaris WikiFor anyone who ends up here asking the same question, many more traits is a pretty good mod. (Note: patch 3. I was playing spiritualist and used robots/droids to work on tomb worlds and habitats. Designate the Habitat as a Hydroponics station and build Habitation districts. They are a different population so you can have a regular pop and a robot pop growing at the same time. Also what irritates me is that keeping the robots updated costs so much precious engineering research. Open comment sort options. There is really no reason to use gene clinics at all. I recommend using indentured servitude for your bio pops and domestic protocols for your droids. Top PostsJob/pop upkeep dwarfs it. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. Never played Plantoid. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. I'm fairly new so need a few tips on what to do with empty build slots and the different buildings. You'll get the benefits of both slavery types by doing that. I never need planets as they cannot compare to the productivity of my habitats. Give the robo planet to your local spiritulists, two birds with one stone. The main pro is the +10% robot output. Stellaris had always been about SciFi clichés, but they have missed a big one there, the Mechanicus from 40K. Surely job weights should be recalculated when amenities go negative due to growth, or a new building is constructed? In fact, shouldn't pop growth cause job allocations to be recalculated? Atm these 'optimisations' have introduced serious bugs where planets will sit at negative amenities for extended periods, while having entertainer jobs idle. Here are our Stellaris tips to help you out. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. An open approach means that ones' borders can be traversed without the need of an open borders agreement and a closed approach means it would need one. Since you have habitats, you do not have to spread out to find planets. Drones supply more amenities (4 a piece) than housing districts supplies housing (on top of the aforementioned prosperity. 1 Answer. Especially for Gestalts, since those are really bad at producing amenities. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. They give very few jobs, and the jobs they do provide are low-value. But as things stand right now in 3. Yes the traits are worse, but that just means you have smaller downsides with synths. r/Stellaris • Federations need to be removed from the Diplomacy tree. CryptoAvoid robots; make clones faster. If you are on repeatable tech and want to take the extra time. They're not intelligent. They shouldn't benefit from the despotic empire bonus unless they were sufficiently advanced to be enslaved to begin with. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. This page was last edited on 11 February 2020, at 18:14. ago. Early game, you are more likely at around +4 growth, so a +50% growth rate. The game omits both robot and organic maintenance cost in the sense of it. With transit hub, the chance is raised to 10% per month, or a mean time to resettle of 10 months. Now let's mention that I am in no way stating that this is the absolute best type of way to play a race, this is just my take on Hive Mind, and how it helped me to master the basics of Stellaris. This is not one of the better working or modable parts of Stellaris. This is always a bottleneck for any gestalt empire. 5x for this. Also, incubators is a must, gives you more pop growth than any of the other pop growth traits. It definitely mitigates the problem a little, but it requires some cross-referencing to tell which adjacent systems are going to be most useful. Dependencies. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. . You do need to be lucky, but each colonizable world is much more valuable than it would otherwise be. from there you can build what you need: laboratories mostly, bureaucratic buildings, refineries, apartments. This will grant you enough jobs and housing. ago. Most likely, it's my shoddy search terms but, regardless, Imma ask here. Planklength. Robotic workers should not provide any problem for the spiritualist faction. The sector as a whole produces 40. 1 Housing needed per Robot Population. 1. It get worse from there. In return the other empire would get robot pops, to avoid making this too op, they would only be able to work as domestic servants (makes amenities) and would not be able to rebel/contribute to a rebellion. This will make food-intensive economies like cloning vats supportable via tribute. Then move onto the next target. ; About Stellaris Wiki; Mobile viewPops have a base amenity requirement of 1 Amenities, slaves require 0. Since gestalt doesnt have happiness maintenance is how you affect your stability level. So, if you play Residents, you have to really micromanaging Species as well. Ascetic civic and networked amenities edict. - 0. The shipset does not have NSC classes. Between 1 and 0. Scaramok • 3 yr. These planets will operate on a deficit but you have resource producers. At -4 a somewhat bigger effect, and -5 a bigger one still. 6 or so per pop. If you have indentured servant slaves and Specialist-level free pops, the free pops will take slave-occupied jobs even if there are Specialist jobs that the slaves cannot take due to #1. 85 via research + the Vultaum relic. I like to play robotic empires as they tend to be the most fun for me and, because of this, I have the ability to make better use of my pops as I don't need to worry as much about happiness. culture worker is one of the worst jobs in the game, 3 unity and 3 useless society research for 2 cg, it's very expensive. The shown amenities value is the available amenities value, or the surplus. You'll need to prioritize energy production as much as possible to support your empire's growth and. Residents have -10 happiness, on top of no extra happiness due to "High Amenities" and they are unhappy with "Low Amenities". . 5) The prosperity tradition tree! DON’T OVERLOOK THIS!The penalty for low Amenities is higher than the bonus for high Amenities. Really, the species rights for Robot are very, very odd. g. Slaves do not exist to non-slave pops. For the most part, most players don't really have a problem with the game's basic visuals, but there are bound to be some exceptions to this. Prioritize Energy Production: As a Machine Empire, your main resource is energy. 2. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. - 2x if has ascension perk Master Builders. When checked, the policy would make it so that in a job dispute between a pop and a robot, the robot gets the lower job, or the robot goes unemployed whereas the pop gets the job. The only choices to fix this with buildings are Drone Storage, which give +4 amenities which is barely a band. Gotta spend the hoard on something. This will make food-intensive economies like cloning vats supportable via tribute. You can't get the benefits of both at the same time in the same species. I frequently build a robot right away when I get to a planet. What pops are working the farming jobs and have one of them selected to see their traits 2. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. Granted that Servitude Robots will never be as productive as biological pops, I am aiming to exploit their only advantages: super low maintenance cost and 200% Habitability. by making a beeline for the Robots Tech. 5: you dont need it, it just incress new robot pop rates. I do however think robots need a rework. It is available only if have the Utopia DLC for the biological empire or "Synthetic Dawn" if you want a machine one: Then on the right, under "Authority" you can select are you a machine or biological hive mind. The primary downside of synths is simply that Droids are crazy. B: Also, buildings that make more pops are very good, other than the Medical Post (it does not do enough to be worth a slot). for robo-empires mechanist is a great startingcivic. Has Robots and Cyborgs instead of just Robots. Intentionally overproducing amenities doesn't seem worth it. 8. Unless they need amenities or housing I'll only build alloy foundries on forgeHabs, civ industries on indHabs, and so on. Robots cannot colonize planets. 5 amenities per robot. If there are still any native pops on the planet, it's going to be a very messy time until you finally rid the planet of its population. Research labs. 2; Reactions: Reply. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. A fleet of 40 corvettes should easily be enough to decimate most early game neighbours. In Stellaris, once your empire borders another, there is little reason beyond arbitrary game-y reasons to promote conflict. Other than that, look at what you're lacking. Then I build a Robot Assembly, after that I build either a Farm or Mining District (my Capital is usually specialized in Energy and Research), in part so that my Robots can find Jobs in case they’re not Droids yet. If you don't have droids and domestic protocols then I don't even know how you've filled up on robots. Search titles only. Agricultural Habitats. -The war exhaustion and influence doesn't make up for the new major bonuses for ethics. For example mining districts would simply produce 8 minerals (+2 per tech), cost 3 energy and 2 amenities in upkeep and add 2 to deviancy. Merchant spam can also work. ) Unlock another building slot whenever a planet runs out. 5. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. Most of what it addd is just bigger versions of the vanilla traits, basically more points for more effect but it's the same idea for the traits. Stellaris: Suggestions. You have two species to pick traits for, your Necrophage Species and your Prepatent Species. Normally, the chance is 5% per month, or a mean time to resettle of 20 months. Once you go into negative maintenance you lose stability really quickly. A different template can be specified for each planet. machines arnt really overpowered per se, their playstyle is just ultra simplistic so its easy to "make the most of it" so to speak. High amenities can boost stability. Space amishs who don't want robots and tomb world, period. You want your slaves to be not robots because they're your primary source of pop growth for your main species. e. Domestic servants literally free up building slots from amenities production, that's a easy +1-2 useful buildings per colony. The default type of slavery in Stellaris is chattel slavery. Idyllic bloom, masterful crafters. In case 2, there's more surplus amenities to go around, with fewer citizen pops to split them between – and yet the happiness bonus is smaller than in case. Machine Empires can take a very similar Path in 3. 6 tescrin • Driven Assimilator • 4 yr. If you still need amenities then take the hit and shift slaves to Domestic Servitude to get them off of the unemployed pops. Astral Planes Ownership Hotfix Released - checksum (462c) 4:34am. thenewsheogorath. 3 change to habitats, being able to colonize with xenos due to migration pacts and the new Baol precursor race make. Zergor. In reality organics need a lot of resources on them also. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. If you need amenities, just build a Nexus District. 3) Diplomatic Penalty, people are going to hate you more. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. Organic empire that can use robots-- build a robot assembly plant. Their resource districts give an extra job. Stellaris. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. S. 2 I routinely had games where I would have more robots than people, which isn't possible without shooting yourself in the foot and crippling your own pop growth RN, which is a shame as playing a MI or heavy robot. ago. For sapient robots it would be made 0. Sentinel posts and amenities. -Your ruler doesnt get any starting traits that can be really powerful. It really isn't smart though in the early game for your core worlds. So 18ish miner jobs at about 6 each. Yeah, you have to choose between domestic or indentured servitude. I keep only a few drones on amenities (just enough to keep me at 0) and let. Surely job weights should be recalculated when amenities go negative due to growth, or a new building is constructed? In fact, shouldn't pop growth cause job allocations to be recalculated? Atm these 'optimisations' have introduced serious bugs where planets will sit at negative amenities for extended periods, while having entertainer jobs idle. The Best Megacorporation Civics in Stellaris. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. Legacy Wikis. Needless to say that there's no chance they can survive that. Droids are midgame tech even if you exclusively do research. (The mod assumes the default game setting value of 1. Stellaris is a 4x grand strategy space game where you create your own race determining your species's traits to their form of government as you leave your home planet and exterminate, federate, conquer, engage diplomacy, genocide, and rig the space UN your way to victory. Prosperous Unification will have roughly +15% to. Question. In reality organics need a lot of resources on them also. In order for this mod to function, you must install these two mods and load them before this one: Animated Silicoid Portraits by Silfae. Darvin3 • 4 yr. It only decreases the average time it takes for a pop to resettle. 1: you get amenities from resource storage building, but els yes, it is way harder to get. Amenities affect robot stability from a gameplay perspective, from a RP perspective they are things that help robots Bedford better, think free oil change facilities or workshops to get updates and upgrades to your body’s hardware or software. Red_Crystal_Lizard. Void Dwellers are also very easy to screw up. Full list of future changes for Stellaris AI after patch 3. 5. slaves (D. That will put them at a Total War with all empires in the Galactic Community. This time I was roleplaying as an ancient, pragmatic but ultimately benevolent artificial intelligence. When you finish the prosperity tree you get +1 maintenance job per 20 pop for and extra 5 amenities per 20 pop. Seems pretty damn good although I have yet to check the actual difference. 2: 5 amenities -> 4 amenities. Mass Produced for more assembly speed is also a really good bonus. There is really no reason to use gene clinics at all. no need to build fortresses unless the planet is at risk of getting invaded or you want more naval capacity, No need to build holo-theaters unless you need amenities, No need to build precinct houses unless you have crime In general, the first thing you build is a clone vat, or robot assembly building, if you have it. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. I'm not able to support a machine empire in the current patch, as it looks like the Maintenance Depots building has been removed in 2. Since gestalt doesnt have happiness maintenance is how you affect your stability level. They just eat much needed minerals, need research and an assembly plant, this is coming from a non DLC standpoint so no full robot civ conversion, just standart robots. While habitats are good, it’s probably better to be funding colony ships. Pops have a base amenity requirement of 1 Amenities, slaves require 0. Scaramok • 3 yr. If your robots are Uncanny, then Maintenance drones only provide 3. There are two traditions that can boost stability. Robots need the amenities reduction trait as well cybernetics get that makes you use 50% less amenities imo. Robots, which don't need things like "growing up" or education, have a base growth speed worse than that of organics. Invariably, I need to force all pops on all single-resource planets to have the same traits, because the game will put someone with a bonus to alloy production, for example, working a ruler job that has nothing to do with alloys. I never need planets as they cannot compare to the productivity of my habitats. , if your starting robots are sitting on base 8 minerals, +10% gives . It is absolutely *not* linear. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. 6. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. 4 [282d] What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. 05 with Flesh is weak). For example, an empire with only the basic robot tech can sell a robot on the slave market, then an empire with the synth tech can buy it and it instantly is considered a synth, then an empire with the droid. Most only have slight wording changes so that they make sense for a corporation. 9. Give the robo planet to your local spiritulists, two birds with one stone. To increase Amenities as a Machine empire, you will need to employ Maintenance Drones (you can get more of these jobs from Nexus districts) or by. DeanTheDull • Necrophage • 1 yr. As a driven assimilator you start the game with 6 points of pop growth per month. 6 is nice but I still think there needs to be a way to get more pops. I colonize 50%+ worlds, with higher habitability focusing on industry/research and lower habitability producing energy-minerals-food, assuming no special modifiers. then turn on Planetary Automation and never think about that planet again. has_trait = trait_ingenious. I'm doing a wide genetic ascension path run and if I give my robots citizens rights it's going to break my economy with all the consumer goods needed, not to mention the housing. You'll probably be very fine running at -1 or -2 Amenities for quite a while, maybe even -3, but look at that which truly matters: Stability. They're also nice for learning parts of the game, in my experience. But generally, in Stellaris, if in doubt, do. The next time you will need amenities will be 10 pops later. 05 with Flesh is weak). Get a migration treaty immediately so you can get access to other species. Works well with the more trait points since most of the traits are very expensive and it adds stuff for robots. entertainers (especially slave entertainers) are ok for unity as they cost. With a robot design emphasizing low cost (Mass Produced. Secondly, you already have the Flesh is Weak perk, which gives you +33% robot assembly speed. If charismatic trait and maintenance drones are the only answeres, then, yes, it seems that Gestalt Hive do need more pop dedicated to amenities than other designs. Well now i also tried some runs as Machine in the Shattered Ring start, and i found this extremely weak compared to the regular Ring empires. And to top all this off, MEs need to dedicate pops to building pops, req, in addition to the 300 or so minerals it takes to build a pop, so they have less population actually working their eco game. Consumer Goods would be art, jewelry, video games, etc. A robot factory's 2 alloys a month/5 energy upkeep mean that it will take about 40 years to pay itself off, but healthcare workers can be direct substitutes for your colonists (producing the same amenities) while also boosting both growth speed and habitability. Luxurious: +20% Pop Assembly Cost. The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. Finally, you don't need high Amenities. 15 building slots, and let's assume ONLY those. Districts are not meant to be more efficient, they are meant to provide you with jobs you want without population requirement like buildings do. Though to be honest colonozing planets via droids is kinda reduntant in 2. It will create some Maintenance Drone jobs & they will produce amenities. Wetherric • 4 yr. Patch 3. ~100ish minerals total, pretty good. In rare occasions you might develop two types of resource district on a world; this generally only happens on large worlds. Also, techs are separated into tiers. Robots being able to perform. Amenity-producing jobs are all on a lower job tier instead of on a higher tier when you’re a robot empire so balancing out amenity-producing jobs is more of a challenge. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. updates the planetary capital, this also gives you amenities job, from there some city districts if needed for building slots and more amenites. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. A nexus district give 3 maintenance jobs for 15 amenities per district. So I need to move over robots that were working productive jobs just to provide amenities for the biotrohies (because it's gonna take 6 years to build new robot pops) Now, one of the main things about biotrophies are that they increase the output of other workers. Modifiers applying: Robot Upkeep -20% from Fanatic MaterialistOnce players have researched the Megastructure they want to build, they'll next need to send a Construction Ship to begin the work, using the Megastructures tab in the ship's order menu. Final note. When I say “worst,” I do not mean bad. The first iteration of robots is more along the line of a humanoid toaster - they take simple commands and perform pre-programmed motions. They can only resettle to a colony that has a vacant job for their strata or higher. 2 amenities). Final note. Between the 2 alloys and 5 energy and 1 pop upkeep per robot factory, it takes any given planet's robot factory about 40-50 years to break even on the investment cost. ago. Of all the tradition trees in Stellaris, Supremacy is one of the best partially because of the finishing benefit of unlocking war doctrines. Making high amenities easy to gather (great for non-slaver authoritarians). City districts provide maintenance drone jobs which are your source of. There's generally no point in building trade districts. Got great riffs with them. Robots don’t always rebel.