stellaris do robots need amenities. A big problem for AI is still multicultural planets. stellaris do robots need amenities

 
 A big problem for AI is still multicultural planetsstellaris do robots need amenities  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

75, and non-citizen Robots require 0. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. Entertainers are the most cost-effective way to produce Unity, and also the most cost-effective way to produce amenities. Trust me, this is a huge effect on the balance of pops-to-amenities ratio. Can do Total Wars. Hello Stellaris Community, Shortly after the release of Astral Planes yesterday, we began receiving reports of players being unable to verify ownership of the new DLC. If you are unfriendly then robots are a good option. This time I was roleplaying as an ancient, pragmatic but ultimately benevolent artificial intelligence. 5 organic pop growth bonus. Charismatic trait, some techs and a mega art installation. For example, if you choose autonomy and affection ethics with Bug Branch, your hive-minds pops become practically independently sentient, requiring consumer goods and reactivating their happiness mechanic. Go to Stellaris r/Stellaris. This will make food-intensive economies like cloning vats supportable via tribute. What pops are working the farming jobs and have one of them selected to see their traits 2. They shouldn't benefit from the despotic empire bonus unless they were sufficiently advanced to be enslaved to begin with. Robots, for instance, may use. tech is king in Stellaris. If you enable pop control, then all robots will have a -10% to happiness. Traditional. 3 amenities on 20% habitability will only be enough for themselves and 2 other robot pops. 5. A fleet of 40 corvettes should easily be enough to decimate most early game neighbours. They're literally tools. 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. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to. Robots should elimiate the decadence malus, since they can be used as servants which the decandent crave. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. 2; Reactions: Reply. Also robots are cool. In reality organics need a lot of resources on them also. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. then turn on Planetary Automation and never think about that planet again. Therefore, non-sentient robots and droids, but not sentient synthetics, should be able to be resettled by individualistic societies. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. Idyllic bloom, masterful crafters. I've almost mastered the planetary management and, usually, by mid-game I begin. No shit they need them, that doesn't mean you need to fill every job. Planet HQ still makes robots if you are machine. Regular empire factions can potencially give ALOT. 6 or so per pop. Traits. But yeah robots do need a nerf regardless. In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. Prior to 2. Maintenance drones, medical jobs are what we have. I'm literally doing this in a playthrough. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. You get a hunter-seeker drone out-of-the-box, which should be more than enough to handle any deviancy up to around like, 40-50 pops. Go to the Galactic Community and try to pass a resolution to declare the Crime Syndicate a crisis. spiritualist priests are ok for unity as they double up giving amenities. S. Mass Produced for more assembly speed is also a really good bonus. IRL it's easier to shield robots from space (AFAIK, just need a cooling system and protection from static buildup) than from planetary air and water (try using your phone or laptop outdoors during a rainstorm). Of course, I'm slowly losing hoping that Stellaris will be worth investing more money in any time soon. Not even close. The main pro is the +10% robot output. It works automatically, same for synths. 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. Alloy deposits additionally make the Hab a mineral Hab. Drones supply more amenities (4 a piece) than housing districts supplies housing (on top of the aforementioned prosperity. Though if you are either planning to expand in Stellaris or wage war, robots are a great way to keep your assembly line’s going. 6 tescrin • Driven Assimilator • 4 yr. 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. subscribers . The thought part is trivial -- put robots on whichever robot job produces something I need now, defaulting to minerals if both are in comfortable surplus. 3, and driven assimilator is an exceedingly strong variation on top of that. Legacy Wikis. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. 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. Without synthetic they are only good for minerals. Pops need 1 amenities each so when all is combined you will. I can only second the advice to not use Clerks for Amenities. I don't know how most people play this game but I for one play it as this interactive sf story maker. Bio trophies don't use up housing so the housing the districts provide are more than enough. A big nerf on Maintenance jobs right at the start of 2. It does not make sense robots robbing jobs from actual people. Robots being able to perform. Give the robo planet to your local spiritulists, two birds with one stone. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. 2 amenities, so 9. Each planet consumes 5 amenities base +1 per pop. And Spawning Drones are the best pop-assembly job in the game; same pop assembly as a Roboticist, but with the added benefit of producing Amenities and having lower job upkeep (5 Food (0. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. Alloy, Living Metal, Nanites, and Zro deposits are collected passively, not lost. Domestic servants literally free up building slots from amenities production, that's a easy +1-2 useful buildings per colony. This will make food-intensive economies like cloning vats supportable via tribute. Just like in. The Best Megacorporation Civics in Stellaris. 0) Government & Ethics. 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. In fact, the tomb world one is better for a couple of reasons: You need one pop to keep the colony alive. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. It is really unfortunate that this is so incredibly exploitable. Pre synth : 8. In reality organics need a lot of resources on them also. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. Other than that, look at what you're lacking. Between this and the several ways to buff pop assembly speed for robots (as well as machine intelligences not caring about planet capacity when assembling pops), machine empires can keep up. 1 the first in the 3. With cyborgs its just 1/8. The5lacker Banned. They do however receive the malus from negative amenities. Robot Assembly Complex +2 Roboticist −8 −2: 600 800 100 Robotic Workers policy is. 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. 3 points of negatives. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. 3. 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. Replicators costing alloys for upkeep doesn't matter since at the point you Synth ascend you likely already produce hundreds of alloys. Habitability no longer affects POP's happiness and growth rate, it. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. 0. Edit: I know drone storage and silos give amenities, but only a tiny amount. Basically one of three start world's. 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. Robots are also habitable everywhere, though later on this can be solved. It's not good enough to be worth taking, relative to the other Origins. 66 (Umbra) +11. Pick robot or organic assembly and just use that one. The next time you will need amenities will be 10 pops later. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. 6 per depot. Since you have habitats, you do not have to spread out to find planets. Intentionally overproducing amenities doesn't seem worth it. Make us decide between growing Robots or Organics in the 2nd pop slot and you will immediately give players more options which should have been in the game. This allows you to better handle economy changes, and gives you more room to move pops around when you conquer AI and need to completely rebuild their planets. ~100ish minerals total, pretty good. Consumer Goods. Each planet consumes 5 amenities base +1 per pop. To conquer a planet, you'll need Assault Armies. -Your ruler doesnt get any starting traits that can be really powerful. Specialist In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. 50 base organic pop growth (assuming you max out the growth formula bonus) + organic pop growth bonus AND 2 robot assembly + robot assembly bonuses. Also, incubators is a must, gives you more pop growth than any of the other pop growth traits. Repugnant boosts their amenities production. I’m “trying” to play a robot civ after getting megacorp, and I’m confused on how amenities affect robots This thread is archived. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. If you really want to, you can go to the jobs tab and simply disable the Roboticist jobs. Yes the traits are worse, but that just means you have smaller downsides with synths. Feasible, although challenging. 1, machine empires (except driven. . One of your farming robots so their traits are shown 3. Bronze Age primitives will have 8 pops, so moving over 2 citizens as Colonists will let you upgrade the capitol and get 2 Ruler jobs plus an Enforcer if you need it. [deleted] • 2 yr. for robo-empires mechanist is a great startingcivic. Nexus Districts also give you housing. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. With the new population mechanics, and most importantly the link between buildings and planet population, driven assimilators are very strong. 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. For very small planets (10 or fewer pops) the penalty won't be very large so you can get away without producing Amenities at all. When to Install. You need that synergy to make Gene Clinics good. With transit hub, the chance is raised to 10% per month, or a mean time to resettle of 10 months. Robots get the unique 3 point trait for a generic +5% output, which is great if you are modifying the whole species. r/Stellaris • Federations need to be. has_trait = trait_ingenious. Stellaris has a variety of archaeological sites that can provide valuable rewards such as artifacts, relics, and empire-wide modifiers. The main differences are that robot assembly plants consume alloys (1 level 1 foundry's worth per 3 robot assembly plants) and only provide 1 job slot. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. I mean, you can easily store a robot somewhere. Needless to say that there's no chance they can survive that. They (Paradox) can, and arguably should, leave the inability to give robots Full AI Rights (barring e. 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. You have two species to pick traits for, your Necrophage Species and your Prepatent Species. Free amenities+constantly growing buffer for fast resettlement considering you can't resettle egalitarians easy. Do not build Gene Clinics on newly established colonies, their base growth rate is too slow for Gene Clinics to be effective. With exclusive additions to the all-new Council. Depends on what is available in terms of planetary features etc. It will create some Maintenance Drone jobs & they will produce amenities. PSA for Opressive Autocracy. 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. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. Sharp decrease in housing for freed robots. Another drawback is the lack of choices in type of government and trait set up. 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. 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. 4) Do Drops in the Ocean with the paranoid dude you just got, pick paranoid lines until you get Maniacal. 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. Never played Plantoid. That said, IME Driven Assimilators can conquer basically the whole galaxy before you're worried about it. The automation disabled extra amenities jobs when there were other specialist jobs available though I am not sure would it disable the jobs if there were no specialist jobs open. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. For very small planets. Report. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. S. But it is good that even they are more numerous, they only contribute to a smaller instability and Faction support. Agricultural Habitats. Tier II, Droids, can take all Specialist jobs except Researcher. 0 base robot build speed, which becomes 3. It is only worded differently in its description. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. Void Dwellers are also very easy to screw up. Really, the species rights for Robot are very, very odd. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your. Get a migration treaty immediately so you can get access to other species. There are two traditions that can boost stability. It's about the Mechanics Origin specifically. I frequently build a robot right away when I get to a planet. Basic robots have a weight factor of 200x towards those jobs which far exceeds anything that your biological pops could get for them, as well as far exceeding the robots' weight for the technician job. 1: you get amenities from resource storage building, but els yes, it is way harder to get. Civics: Distinguished Admiral, Barbaric Despoilers (alright early bit slow, better for multiplayer and great for late when obviously you cant roll the entire enemy empire but you can kidnap and destroy their eco. But as things stand right now in 3. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. Merchant spam can also work. I’m “trying” to play a robot civ after getting megacorp, and I’m confused on how amenities affect robots This thread is archived. If you are unfriendly then robots are a good option. So your colony will need to employ another amenity job anyway. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. I do not see any reason to not use them unless it is for rp purposes. In order to steer their fledgling civilization safely across the stars, players will need to constantly. 2 amenities). 8. 1 ALWAYS overriding factor of 0. Pops grow slower in the early game, and require higher resource investments to build. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. Because Stellaris handles modifiers stacking additively, and because consumer goods upkeep is considered under the umbrella of all upkeep for robots, it is possible to double-dip into both robot upkeep and pop consumer goods upkeep reductions. The planet has maximum logistical bonus. With respect amenities is vague reference to medical help, since it comes from entertainment building. 15 building slots, and let's assume ONLY those. Legacy Wikis. Unless you are a devour swarm or into canabalism i would suggest avoiding getting other life forms on your planets. Synthetic Ascension robot traits. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as. '. This will add one Roboticist specialist job, which consumes two alloys per month and adds 2 robot assembly points per month (which are basically like organic growth points). . Basic robots can also be used to work on words you have terrible habitability for, at least until you learn terraforming. I am also starting in systems with little to no minerals, energy or science. Futurama - Bender’s apartment. 5) Secure your empire and turtle. Robotic workers should not provide any problem for the spiritualist faction. Organic empire that can use robots-- build a robot assembly plant. That gets amentity use down to . Invest in a gene clinic on your new colonies, not a robot factory. Summary. - When reaching 10 pops, upgrade your main building (to remove the -50% pop growth) and build a civilian factory. People will always find a way to exploit it, the system honestly needs to be molded to what the ai will do the best with as the people will always do alot better at adapting. Luxury housing is especially useful when using things like robots, which still do require . 1 Amenity needed per Robot Population. Clerks are simply the worst job in the game with yields that are not worth the. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. 5. 8 Agri-Drones) compared to 2 Alloys (or 0. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. It works automatically, same for synths. To be fair, you're going to need upkeep for any building/job. Point 1: Resources. So, thrifty is a must for traits. 0 base robot build speed, which becomes 3. 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. Robots get the unique 3 point trait for a generic +5% output, which is great if you are modifying the whole species. You can't get the benefits of both at the same time in the same species. And yes theyre build on tiles that have no Pop (they can have a building). 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). Robots, droids and synths are the exact same "species", the only difference is your technology. If you do well, you can hit +10 growth for the bio pops, so the robots are +20% growth rate. 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. Also servant I think that's the status, is a specialized type of slave that requires nearly nothing and gives basically free amenities. See more posts like this in r/Stellaris. You do need to be lucky, but each colonizable world is much more valuable than it would otherwise be. 2: 5 amenities -> 4 amenities. Tech spawn rate: Base: 5 (lowest in game) Modifiers. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. 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. I could be wrong about the high expense. 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. . I apologize for the incorrect information in my previous response. ago. 8. And giving the robots citizen rights kinda defeats their purpose if you play as an organic civ. They can only resettle to a colony that has a vacant job for their strata or higher. 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. You probably will not need many agri-worlds. 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. The game omits both robot and organic maintenance cost in the sense of it. 25. Organic empire that can use robots-- build a robot assembly plant. What pops are working the medical worker jobs and again one of them selected to show traits You want slightly above 0 income of resources like food or consumer goods that mainly get used for upkeep. Another easy setup is to go for an Agricultural Habitat. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. There's generally no point in building trade districts. This doesn't really matter that much, as you'll get an end game crisis anyway and which one it is only really affects the flavor of it. The colony must also have surplus amenities and free housing. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. First we don't need residental districts. You also might be able to improve your fleet design. The main difference is one species can migrate and one cannot, so if you want your species to be able to migrate between your own planets, you need to prioritize which robot/synth gets built in the assembly section on each planet. I have found a SUPER cheez way to get around the claims system in my recent playthrough. Traits. - 20x if has any mega-structure (in any condition) within borders. So a world where I have 8+ mining districts I just fill the planet with those districts add maybe one or two city districts then if I need more power or food I only add a district or two to not jeopordise the planet speciality. Robot and machine species do not consume food, instead they consume energy. A good way to ensure they don’t is to play as a materialist or to not take the advanced robot techs. Since gestalt doesnt have happiness maintenance is how you affect your stability level. -Robots dont get any growth speed that is integral for your capital and making colonies useful. 2. 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. The shown amenities value is the available amenities value, or the surplus. 6. Luxurious: +20% Pop Assembly Cost. from there you can build what you need: laboratories mostly, bureaucratic buildings, refineries, apartments. You only need to worry about amenities enough to avoid negative levels. 7. 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. Build lots of habitats and then ring worlds when you get. Despite the hype, robots aren't actually an asset for early-game economies. A thrall world is something you can only get if your empire practices slavery. Mate, I tried servitors because tall dreams, holy potatoes was that the biggest slog I've ever experienced. It's not enough for a planet's worth. The negative traits are really negative and make the early game even tougher to keep up. Doesnt seem super important. 2. To actually build more robots you. Colonizing large planets with robots sounds like great idea. 8. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. Having extra amenities gives up to +20% happiness, and those robot pops open up more building slots without needing to waste districts/buildings on housing (particularly good on habitats where housing is at a premium). Once you get Droids, they can work all worker jobs as well as most specialist jobs. Random anomalies can generate a great variety of planet modifiers but those usually do not have any effects. The need to have tons of pops just. Get in there and wipe them out ASAP. MEs don't get commercial zones, so they don't get that +10 Trade AND Amenities per building with no upkeep or material cost. (5 base, 9 from residents, 3 from citizens). Droids are not robots. Services that make life easier maybe. ) At 15 pops -2,2 (-4,6 if techn. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to Paradox games or grand strategy in general. This includes weird worlds where there is limited mineral and energy deposits. 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. But the robot factory just kept spewing out robots and soon Earth was short on housing and jobs. I don't see how the devs would add this feature. 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. 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. You may need to manually set maintenance drone priority on colonies, especially in the early game, to make sure you are getting enough. I didn't do the math on Superconductive, but if it isn't worth getting Ingenious / Industrious over Intelligent for. You need to make yourself likeable to avoid needless war. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. Robot Assembly Plants +1 Roboticist −5: 360 600 Thrall World designation Gestalt Consciousness; Robotic Workers policy is not Outlawed Robotic Workers technology; High-tech factories where skilled Roboticists assemble the latest robot models. Ascetic civic and networked amenities edict. It just seems to be a general problem with Gestalts. ago. The first iteration of robots is more along the line of a humanoid toaster - they take simple commands and perform pre-programmed motions. 55 organic growth per month + 2 robot assembly per month, assuming you can get the full +1. Slight to Sharp increase on energy. Psychic ascension gives some cool stuff, but it doesn't give you any growth. Thus, the servitors could fulfill their desire of protecting of more organics without the need of force. Take synchronicity traditions, then I take the AP that reduces amenities. Your void pops with 100% stability will easily produce almost 3 times more than base production. Synths are built exactly the same as robots. undercoveryankee. The massive increases in growth that the other paths give mean psychic has a hard time measuring up. Legacy Wikis. 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). You can add more on top of that with power drills or efficient processors or logic engines. This is a fair point. thenewsheogorath. Citizens were just ecsatic that they had a robot wiping their asses every time they took a shit on a ecumenopolis. unlike the slavecivics its very well worth it. Dont take other other worlds. iirc when you click on "make claim" you can the pick which systems you want to fabricate claims on on the galaxy map. At -1 there is a very, very tiny effect. The drawback is slow pop growth, and everything seems more expensive. 9. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. In order to steer their fledgling civilization safely across the stars, players will need to constantly. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. Research labs. It doesn't synergize well. Generally speaking, yes, if you see a planet with at least decent habitability, colonize it. My only thought then is that the ai thinks it doesn’t need the amenities, but in my mind this makes no sense as extra amenities increase stability and therefore output, unemployed pops create debuffs, and also entertainers also give (token) amounts of unity so there is other valuable output tooClick on individual pops and hover the mouse over the happiness stat. 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 needed per Robot Population. They're the. Early game, you are more likely at around +4 growth, so a +50% growth rate. Mass Produced for more assembly speed is also a really good bonus. Though to be honest colonozing planets via droids is kinda reduntant in 2. Stellaris Manage Crime & Amenities with planet Automation. Give the robo planet to your local spiritulists, two birds with one stone. 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. Doesn't make sense, as oxygen is already very corrosive. Generally I specialise planets to have one output focus. I colonize 50%+ worlds, with higher habitability focusing on industry/research and lower habitability producing energy-minerals-food, assuming no special modifiers. A materialistic ethic on the other hand makes rolling robots more likely. If you need amenities, just build a Nexus District. Then move onto the next target. The primary downside of synths is simply that Droids are crazy. In my current multiplayer game my friend is playing a similar robot empire, and has been having severe amenity issues for most of the game. machines arnt really overpowered per se, their playstyle is just ultra simplistic so its easy to "make the most of it" so to speak. This is how I won my first game. Robots and housing. 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.