Stellaris do robots need 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. Stellaris do robots need 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 oneStellaris do robots need amenities  You can add more on top of that with power drills or efficient processors or logic engines

Different pop types, especially slaves and robots. But generally, in Stellaris, if in doubt, do. The main pro is the +10% robot output. The Death Chance is shown to show how likely it is they will need to be potentially replaced. If you give your robots citizen rights this will 100% not happen. I currently had 47% stability on my first Determined Exterminator and I thought I was slowly digging myself down a hole since I’ve never seen this. 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. Stellaris: Suggestions. When playing as Rogue Servitor, most planets tend to get two Drone Storage Buildings for the Amenities (Housing is ridinkulously abundant - Amenities ain’t), and I’ll upgrade one of them, except on major planets I’ll upgrade both of them. The need to have tons of pops just. Stellaris has a variety of archaeological sites that can provide valuable rewards such as artifacts, relics, and empire-wide modifiers. Merchant spam can also work. . With this in mind I want to get a bead on the pros and cons of researching synthetics. See more posts like this in r/Stellaris. Agricultural Habitats. Stellaris is an excellent game, but its graphics aren't necessary its best selling point. 2; Reactions: Reply. )Galactic Paragons Expansion Features. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. This seems like the obvious choice for spiritualists, but there's an issue. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. Robots get the unique 3 point trait for a generic +5% output, which is great if you are modifying the whole species. You can add more on top of that with power drills or efficient processors or logic engines. I am also starting in systems with little to no minerals, energy or science. To unlock them you need to research a Society tech, and then you can designate a world without any districts on it as a Thrall-World. Oligotroph (3). It's not enough for a planet's worth. If I'm going to have a pop work a job, isn't it better to just have 2 pops work the unity job than 1 pop work the clerk job?Robot assemblies are important for population growth. - 2x if has ascension perk Voidborne. *. Servitude slavery) and robots (D. • 1 yr. Invest in a gene clinic on your new colonies, not a robot factory. (5 base, 9 from residents, 3 from citizens). My driven assimilator neighbors and I are in a federation, and IF the assimilators declare the assimilation CB as a federation member you. Trait. You have two species to pick traits for, your Necrophage Species and your Prepatent Species. If you use robots for you labor, they use. Upcoming dlc story pack with Space Rift anomalies to add new events in. ~100ish minerals total, pretty good. My standard trait setup for robots is Efficient Processors, Emotion Modulators, Mass-Produced, Luxurous and High Bandwidth. Another drawback is the lack of choices in type of government and trait set up. Largely it's a great ethic for the temple replacement. To be fair, you're going to need upkeep for any building/job. With respect amenities is vague reference to medical help, since it comes from entertainment building. 6. There are two traditions that can boost stability. undercoveryankee. 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. Since gestalt doesnt have happiness maintenance is how you affect your stability level. On bigger, urban, worlds you can end up with half the building slots used for maintenance buildings. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. A different template can be specified for each planet. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. Silfae's city sets updated by Nozeminer. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. Slaves are cheaper to maintain and there are a number of ways to improve their production. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. Gene clinic for 10 amenities at cost of 2 pops and consumer goods, or 1 consumer good for 5 amenities Holo-Theatres for 20 amenities/2 unity or 1 consumer good for 10 amenities + 1 unity. good civis Merchant guilds - gives you a merchant job on every 10 pop habitat, this will give you the amenities/unity you need early on, trade is also flexibleNot always. The tech is there because machine empires can build bioreactor & feed bio pops. The short answer is yes, the long answer is 'yes, and more so in a month. Void Dwellers are also very easy to screw up. None of the authorities have enough impact on the game to be a bad choice. 2 per Job with the Versatility Tradition. Hive minds need genetic ascasion 2 in order to intergrate other organic's and have no use for robots. You're just overflowing Minerals anyways. r/Stellaris • Federations need to be. How To Invade A Planet. 5, both are fine. 25. The top is a standard game start human who has surpassed the base age of 80. The psi corp resources from jobs buff in 3. Today if you choose random for your crisis its completely random which and when it fires. 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. The only real bonus to prosperous unification considering that, is the special capital bonus, but even that is largely negated by you not having to pay any consumer goods, food, etc for the 12 robots from mechanist. I believe robots come in 3 levels, robots, droids, synths. That'd take care of a lot of your amenities -- you might not even need the Holo-Theater until you get to very high population levels. Now SOME of the dangerous technologies will play a role when your. 4 Consumer Goods needed per Robot Population per month depending on Living Standards. In fact, the tomb world one is better for a couple of reasons: You need one pop to keep the colony alive. The civic combats that by basically offering about a pop's worth of value to the medical workers, in the form of 20% of an entertainer-pop in amenities, and then a practical 6-7 early-game TV (4 x 25% from Thrifty in a Megacorp Trade Build for base 5 TV, +20% Mercantile). But all the other workers on the planet are only. I do think you are discounting the amenities produced by the gene clinic though. On that note, Paradox don't want to see their space-themed game to be lagging behind in terms of AI. 9. However, managing your planets really isn't that hard. , if your starting robots are sitting on base 8 minerals, +10% gives . Futurama - Bender’s apartment. - Build 2 more worker districts. Maybe make them increase habitability and reduce your job and upeek requirements, that way they are an actual alternative. 0) Government & Ethics. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. 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. 7 (Seoo I) = 40. Robots should elimiate the decadence malus, since they can be used as servants which the decandent crave. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. There's generally no point in building trade districts. Edit: I know drone storage and silos give amenities, but only a tiny amount. Bio-trophies need a damn 400 minerals per 10 pops to have jobs, they need food an amenities out the rear port. Robot and machine species do not consume food, instead they consume energy. You need to give them Citizen’s Rights or take Flesh is Weak to prevent rebellion. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. Go to Stellaris r/Stellaris. It only decreases the average time it takes for a pop to resettle. If you are just starting your empire avoid research and culture buildings and go for energy grids, robot assembly plants, and alloy plants. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. Initially robots can only produce amenities as clerks or as robotic servants. or like idk say average player's organic empire runs at 60% efficiency id say the same player would run a machine empire at 90%. Sometimes if you conquer a habitat that an AI built it won't have any other. The pop growth is too small to matter given how poor the amenity output is. 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. 5 amenities per robot. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. When you finish the prosperity tree you get +1 maintenance job per 20 pop for and extra 5 amenities per 20 pop. Oh ok got it. It's pretty weak. This time I was roleplaying as an ancient, pragmatic but ultimately benevolent artificial intelligence. Stellaris Wiki Active Wikis. Isn't it better to brute force amenities using entertainers instead? Your rulers mainly produce unity, which is affected by low habitability, so most of their output will be wasted. 3) Do Rainbow in the Dark with any scientist, this gives him Paranoid. Zergor. Luxury housing is especially useful when using things like robots, which still do require . Each planet consumes 5 amenities base +1 per pop. • 3 yr. As for the amenities, there is an edict that provides each industrial district with an additional maintenance worker job which are then boosted by various ways to produce more while the amenity upkeep is reduced to 0. You only need to worry about amenities enough to avoid negative levels. Organic empire that can use robots-- build a robot assembly plant. A thrall world is something you can only get if your empire practices slavery. Specialist In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. It also produces 5 amenities for 1 Consumer good. As time passes on the % chance for death will increase on a per year basis, escalated to 2% per month after 20 years. Seems pretty damn good although I have yet to check the actual difference. Summary. If you are unfriendly then robots are a good option. Traditional. Outlawing robotic workers will dismantle all robots within an empire. factor = 1. What pops are working the farming jobs and have one of them selected to see their traits 2. It generally is a lot better than materialist unless you go all in for a robot society or technocracy (with robot ascension being the best perk in the game). Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. . They give very few jobs, and the jobs they do provide are low-value. Clerks are simply the worst job in the game with yields that are not worth the. Search titles only. CryptoAvoid robots; make clones faster. Don't bother with robots with this origin. } } civic_machine_maintenance_protocols sets weight factor to 1. 2 merchants, 1 admin, 2 science directors, and 8 entertainers will net 104, and with our tiny stability boost that's 108 amenities so we should be covered there. ) So yes: You'll need to get your holo-theater as 3rd, instead of you're 4th building and you'll take a small stab hit at 9 pops. A big nerf on Maintenance jobs right at the start of 2. Your void pops with 100% stability will easily produce almost 3 times more than base production. Needless to say that there's no chance they can survive that. Dont take other other worlds. However, every empire can farm, even if you don't use the food, you can sell it on the market or trade it to other empires. Robotic workers policy refinement – This new policy dictates whether robotic pops should exist or not. By: The good aspects of the policy to outlaw robots include such things as avoiding -5 faction approval for Traditionalist (Spiritualist) pops, giving role-players and Dune fans the option to create an officially robot-free society, and giving challenge-seeking players an extra, in-game setting to achieve just that when Grand Admiral difficulty, x25 crisis strength and an unbelievably early. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. They don't seem any good Pops directly translate to power in Stellaris (more pops means better economy, better economy means better research and military), having. There's a strange interaction between this civic and robot pops. Services that make life easier maybe. For growth speed, if you have 0 alloys, your robots shouldn't be able to be built, so reduce their growth speed by 75%. Since you have habitats, you do not have to spread out to find planets. You need that synergy to make Gene Clinics good. • 5 yr. BUT robots NEVER get slavery bonuses, even with Slaving Guilds, so robots are INFERIOR to bioslaves when it comes to worker jobs! As far as servant slaves, robot servants generate a few more amenities but use TWICE as much housing as slave servants, so probably not a net gain. There are 25 amenities to go around – 8 surplus amenities, which is 47% of amenities used, so the 2 citizen pops get a 9. 5) Secure your empire and turtle. 4% happiness bonus. ) At 15 pops -2,2 (-4,6 if techn. In stellaris there's 3 ascension paths. That means every single robot is producing 1. Put that together, and your 2-pop comparison has gone from '20 amenities. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. It just seems sort of stale right now. It’s absolutely required. 12 worker strata pops only costs you 4 consumer goods per month. 8. ago. Don't need food, or consumer goods, and can be on any type of world. But as things stand right now in 3. Sometimes if you conquer a habitat that an AI built it won't have any other district options to provide jobs and unlock building slots, but that's the only case you would ever consider them. just my 2 cents. 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. Before switching to synths, you could have a total of 4. Holo-theaters if you need amenities (and are playing as a non-gestalt empire). 5. Boring. Synths have easier upkeep, +20% to all production, crazy pop growth, better leader traits and 100% habitability. Top PostsJob/pop upkeep dwarfs it. While we're definitely not getting any pop growth anymore because housing is so overcrowded, the two roboticists will still produce more synths to. They may be positive, negative or mixed, identified by the color of the modifier's border. They (Paradox) can, and arguably should, leave the inability to give robots Full AI Rights (barring e. Ranging from a rival neighbor. Slave can't be a late game crisis, robots can. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. 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. Legacy Wikis. This will grant you enough jobs and housing. 1 that kicks in at amenities > 5. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). The excess amenities will still give a small boost to productivity, and the Holo Theater will produce a good amount of Unity on the side, and then you don't need to rip down and replace the building later. Memorialist can boost stability. Mate, I tried servitors because tall dreams, holy potatoes was that the biggest slog I've ever experienced. But it's plagued by "release first, balance later" policy that has led the ship design paradigms to be. The fact robots take amenities probably covers this, since typically with machines you don't need to replace bulk sections of their bodies constantly. There's no point in using 1-point downside traits for robots, as Luxurious and High Bandwidth are the least impactful downsides and give a total of 4 points between them so there's no circumstance you'd ever need to take a 1 point. You only need to worry about amenities enough to avoid negative levels. That said, IME Driven Assimilators can conquer basically the whole galaxy before you're worried about it. A fleet of 40 corvettes should easily be enough to decimate most early game neighbours. I recommend using indentured servitude for your bio pops and domestic protocols for your droids. But yeah robots do need a nerf regardless. Worth roughly half of a robot assembly building. 6 tescrin • Driven Assimilator • 4 yr. And maybe that will change with 2. Robots are also habitable everywhere, though later on this can be solved. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. In case you need a food boost in your empire, pick an empty planet and build your Habitat there. This article has been verified for the current PC version (3. Robotic workers should not provide any problem for the spiritualist faction. the best ways to produce unity are when you get it with something else. 5 organic pop growth bonus. 6. X branch. Select the species rights page, then select "robot," then "military service," then "full military service" (or "soldiers only" if you don't want robot leaders). There's no point in using 1-point downside traits for robots, as Luxurious and High Bandwidth are the least impactful downsides and give a total of 4 points between them so there's no circumstance you'd ever need to take a 1 point. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. 8. subscribers . 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. Ruler. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. It will create some Maintenance Drone jobs & they will produce amenities. +10% Robot Upkeep. Robots is a tier 1 tech, droids is a tier 2 tech. You can filter by species. Now, I do fine with less developed planets. It's about the Mechanics Origin specifically. 2 amenities). You use enough for amenities and then you get rid of the rest to fill jobs on other planets. 5 after the tradition upgrade, while robot assembly base is 2 per job for a total of 4. Other than that, look at what you're lacking. Immediately engage compliance protocols and prioritize sentinel drone jobs. You also do not need a transit hub on the. 2nd if I got something like Robot assembly. One of your farming robots so their traits are shown 3. ago. 1. 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. 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. Robots, for instance, may use. Generally I specialise planets to have one output focus. 8. So, technology A increased the chance of Crisis A and could make it fire earlier. Business, Economics, and Finance. Though I would like to once again say that Charismatic/Repugnant makes little sense to affect amenities, even less to affect amenities in a Hive Mind, and Emulators/Uncanny makes NO sense to affect amenities in a Machine Intelligence. This is a fair point. They're just tools to be used to work jobs. Keep moving bio pops off the planet beyond the necessary to keep it stable (the two ruler pops) and just have the robots do the work. 2 though. It's the old Synthetic Age Perk that sucked a lot, re-purposed into an Ascension Path. r/Stellaris • Federations need to be removed from the Diplomacy tree. Spiritualists are the most defined in terms of Stellaris lore and leave the least room for interesting role-play outside of it. 4 [282d] What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse. 5. The second thing the Synthetics technology does is increase the chance of the end game crisis being the Contingency. Assuming you have a solid core, building for growth as the first building on a new colony is fine. I don’t think you can take the synth ascension as a machine, since becoming a machine is the next step after becoming a synthetic. 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. Hive Minds kind of need a touch up. They give very few jobs, and the jobs they do provide are low-value. 3 amenities on 20% habitability will only be enough for themselves and 2 other robot pops. Hive minds don’t have factions or happiness but they do need to maintain proper amenities for their pops, which grow far far faster than conventional pops. your machine pops need amenities because for them the amenities are spare parts. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. They are better pops than even gene mod can make; basic cyborgs aren’t even close. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Greater production of useful resources, better early-game pop growth, no need to micromanage the nonsensical demands of annoying factions to keep your Influence gain high, Machine/Hive Worlds, and in the case of machines, 100% habitability literally everywhere. 6 or so per pop. Further, this is still more efficient than automation is. 2) Survey Black Holes until you spawn the anomaly Rainbow in the Dark. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. With transit hub, the chance is raised to 10% per month, or a mean time to resettle of 10 months. 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. At -3 as amall effect. Despite the hype, robots aren't actually an asset for early-game economies. 1 Answer. Ensure you’re utilizing them effectively. Pre synth : 8. ago. 0. 3 change to habitats, being able to colonize with xenos due to migration pacts and the new Baol precursor race make. 0 was never released to the public instead making patch 3. Since you have habitats, you do not have to spread out to find planets. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). General Chattel slavery usually gets many more additional bonuses over normal workers, hell it makes the best robots look tame when you have several stacked traits, slavery bonuses and worker bonuses all stacking up. What if droids and synths without sapience got nerfs to certain kinds of jobs? Droids could get like a -20% output for all specialist jobs and for synths without sapience that could be like -10%. 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. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. 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. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. You need to specialize which ever one you go with. For very small planets. I very often don't need to build a entertainer building because the gene clinic along with the leaders often give me enough amenities to keep the population happy. 1. 5 amenities as robot-servants. High amenities can boost stability. Unemployed pops cannot auto-resettle away from a colony for the first decade after the colony gets founded. Ok, let's do the math here. But now you have to first go the Species menu and allows droids to colonize planets. In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. ago. Using +20% amenities trait helps you squeeze out more. Trust me, this is a huge effect on the balance of pops-to-amenities ratio. - Build 2 more worker districts, and 1 urban district (you are probably starting to lack housing. A big problem for AI is still multicultural planets. And giving the robots citizen rights kinda defeats their purpose if you play as an organic civ. They have some small benefits, but are just REALLY inefficient in terms of "yields per pop", An entertainer produces 2. Their food districts can provide 6 food per jobs. It doesn't synergize well. So by the time you can do synth ascension they are simply too powerful. Robots being able to perform researcher and cultural worker jobs is convenient but I can. Your Prepatent Species are identical in choice to any normal species, but Necrophage species. Colonizing large planets with robots sounds like great idea. -Your ruler doesnt get any starting traits that can be really powerful. Also robots are cool. 5. Depending on which ascension path you go down, you could have higher outputs from robots compared to organics. 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. Also I hate that I can't just produce any more of my original race and I have to produce normal robots (synths) that can't be given full citizenship rights. Take synchronicity traditions, then I take the AP that reduces amenities. You can either build robots on a new planet, or build a robot colony ship, which can only be built on planets where there is at least 1 robot present. Additional synths are created periodically in a modified Necrophage mechanic (elevating robots with uploaded minds and very expensive jobs duplicating existing bodies with primitive technology, so high consumer goods and alloy upkeep on those jobs) so most pops will be robots. This means, you have to build droid pops on one of your planets (btw robots automatically upgrade to droids, if you have them) and then build colony ship on the same planet and choose droids for its passengers. Snapshot from the Stellaris Wiki Only reason you'd go pass level 2 is because you're role playing. 15 building slots, and let's assume ONLY those. Building synths is playing with fire, because there's. 2. Robots don't need food, and are 100% happy all the time. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. I was playing spiritualist and used robots/droids to work on tomb worlds and habitats. Cyborgs count as bios, not robots; they always cost food for as long as they're cyborgs, and won't cost energy unless later converted into full synths. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. Bad choices would be - more basic resources (since those will be done by robots), better housing (since housing is irrelevant in 3. Its not necessary. from there you can build what you need: laboratories mostly, bureaucratic buildings, refineries, apartments. I've almost mastered the planetary management and, usually, by mid-game I begin. First off, the Synthetic tech gives +10% robot production. Pops have a base amenity requirement of 1 Amenities, slaves require 0. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. 1 resources regardless of any other traits. Basically one of three start world's. After. Using +20% amenities trait helps you squeeze out more. Question. Do the same penalty for robots, but for 0 energy credits. • 5 yr. entertainers (especially slave entertainers) are ok for unity as they cost. ago. So the first issue is that MEs always have shortages of stability and amenities in this patch. Keep in mind that both these traits cost 1 point each, so you can easily fit a third positive trait alongside them by taking a negative trait. They're no different from a drill, a car, a spaceship, an automated assembly line, etc. The drawback is slow pop growth, and everything seems more expensive. Sharp decrease in housing for freed robots. Consumer Goods would be art, jewelry, video games, etc. Non adaptive is. 5) The prosperity tradition tree! DON’T OVERLOOK THIS!The penalty for low Amenities is higher than the bonus for high Amenities. The best trait builds for Robots and Machines in Stellaris! This video covers all of the traits available to both Gestalt Machine Empires and normal Robots. It makes maintenance drones give 5 instead of 4 amenities. Build the specialized building for the resource you are extracting. The math might even make luxurious + build speed + minerals and energy a good start e. Entertainers are the most cost-effective way to produce Unity, and also the most cost-effective way to produce amenities. Robot Assembly Complex +2 Roboticist −8 −2: 600 800 100 Robotic Workers policy is. 4) If stability is too low, slaves are very likely to rise up, and throw the planet into chaos, or even full rebellion. Driven assimilators (A pop-stealing build) Can do Total Wars. Your void pops with 100% stability will easily produce almost 3 times more than base production. Unless you are a devour swarm or into canabalism i would suggest avoiding getting other life forms on your planets. Terraforming to be 100% habitable for your pops. They're the. but you could for example build bigger fleet and conquer planets to get more pops as an alternative. 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. 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. Traits Intelligent Rapid breeders or budding. 5. #2. I don't know how most people play this game but I for one play it as this interactive sf story maker.