Stellaris do robots need amenities. I've almost mastered the planetary management and, usually, by mid-game I begin. Stellaris do robots need amenities

 
 I've almost mastered the planetary management and, usually, by mid-game I beginStellaris do robots need amenities If a pop is free, sentient and unemployed, they have a 10% (5% on beta) to resettle each month

Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. ago. Spiritualists are the most defined in terms of Stellaris lore and leave the least room for interesting role-play outside of it. Once you have a strong supply then you can start creating specialized planets. As of 3. 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. Search titles only. You need that synergy to make Gene Clinics good. Stellaris Wiki Active Wikis. Doesnt seem super important. If you still need amenities then take the hit and shift slaves to Domestic Servitude to get them off of the unemployed pops. They're no different from a drill, a car, a spaceship, an automated assembly line, etc. 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. You're just overflowing Minerals anyways. Influence, alloys and empire size are critical now. by making a beeline for the Robots Tech. 8. 8. Luxurious: +20% Pop Assembly Cost. Top PostsDespite the hype, robots aren't actually an asset for early-game economies. 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. SmartForARat • Necrophage • 2 yr. Go with psionic or biological. Snapshot from the Stellaris Wiki Only reason you'd go pass level 2 is because you're role playing. Protocols trait) can make amenities for free. Don't need food, or consumer goods, and can be on any type of world. This time I was roleplaying as an ancient, pragmatic but ultimately benevolent artificial intelligence. Each maintenance drone would produce 5 amenities and use 0,9 themselves for a net benefit of 4,1. Now SOME of the dangerous technologies will play a role when your. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Driven assimilators (A pop-stealing build) Can do Total Wars. If you are unfriendly then robots are a good option. Sorted by: 5. Without synthetic they are only good for minerals. For machine empires you want emotion emulators for more amenities. *. emotion emulators, that +5% amenity tech and -10% amenity usage from tradition, as well as the prosperity finisher (1 maintenance drone per 20 pops). Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as. Here are our Stellaris tips to help you out. The penalty for low Amenities is higher than the bonus for high Amenities. Nightmyre Apr 22, 2020 @ 2:44pm. Temple / Gene clinic provide amenities with some extra goodies. 8, which pays itself off in 25 months. Robots can be given new traits via robo-modding, and the species template with the highest number of used trait points will be built by default. 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. 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. Slight to Sharp increase on energy. Another drawback is the lack of choices in type of government and trait set up. 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. 0 was never released to the public instead making patch 3. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. ; About Stellaris Wiki; Mobile viewPops have a base amenity requirement of 1 Amenities, slaves require 0. 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. 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. See more posts like this in r/Stellaris. If you don't yet have the Droid technology your robots are guaranteed to take mining and farming jobs. They're just tools to be used to work jobs. Stellaris: Suggestions. Fanatic Spiritualist, authoritarian Dry world. has_trait = trait_ingenious. Never played Plantoid. 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. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. 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. Holo-theaters are good only once your planets have grown a bit (at least size 20); you don't want to use a building slot on them when they're small. 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%. 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. The primary downside of synths is simply that Droids are crazy. 1 Amenity needed per Robot Population. Early game, you are more likely at around +4 growth, so a +50% growth rate. 8 per Job, or from 6 to 7. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. Especially with good traits. Edit: I know drone storage and silos give amenities, but only a tiny amount. They are a different population so you can have a regular pop and a robot pop growing at the same time. Especially for Gestalts, since those are really bad at producing amenities. • 5 yr. Main species trait: intelligent, slow breeders, unruly, extremely adaptive. In order to steer their fledgling civilization safely across the stars, players will need to constantly. Synths have easier upkeep, +20% to all production, crazy pop growth, better leader traits and 100% habitability. 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. Right now it feels a bit too late to start on it. 1. This will grant you enough jobs and housing. Hive Minds kind of need a touch up. Traits Intelligent Rapid breeders or budding. One of your farming robots so their traits are shown 3. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. spiritualists have more amenities than they know what to do with. Do not build Gene Clinics on newly established colonies, their base growth rate is too slow for Gene Clinics to be effective. Unless you're playing very aggressively (in which case, alloy forges everywhere ) they will almost always be your first building on any planet. 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. And at that Moment, a T1 Gene Clinic compares favorable to a T1 Theatre. 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. However, managing your planets really isn't that hard. In order for this mod to function, you must install these two mods and load them before this one: Animated Silicoid Portraits by Silfae. -5% Amenities usage is actually really good but even then +10% build speed isn't worth the -5% amenities usage in a somewhat normal empire. You also might be able to improve your fleet design. ago. Entertainers produce 10 Amenities and 2 Unity for 1 Consumer good. This is clearly a bug. Organic empire that can use robots-- build a robot assembly plant. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. If you're maxing out on resources you should be able to go far above 10k. Yeah, you have to choose between domestic or indentured servitude. They're literally tools. I’m “trying” to play a robot civ after getting megacorp, and I’m confused on how amenities affect robots This thread is archived. Really, the species rights for Robot are very, very odd. I could be wrong about the high expense. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as a Machine empire, players will need to focus. Hi, I might be missing something obvious but neither Slaves nor 'free' Residents seem to be getting the bonus to happiness with positive amenities. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. The math might even make luxurious + build speed + minerals and energy a good start e. If you give your robots citizen rights this will 100% not happen. It's not like the robots are borderline sapient, are synthetic, or anything like that. Larger sized Mote, Gas, and Crystal deposits add the same number of extraction buildings as the number of the resource in the deposit (3 Motes = 3 Mines). Don't screw that part up. Pokakalgavnom. 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. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. Clone vats will have their assembly rates boosted by gene clinic jobs, and robot factories won’t, making the cloning vats better overall. They do however receive the malus from negative amenities. Meanwhile slavery always remained a strong option but a bit micro intensive. the best ways to produce unity are when you get it with something else. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. But all the other workers on the planet are only. 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. 5. Free amenities+constantly growing buffer for fast resettlement considering you can't resettle egalitarians easy. Except for a handful to appease the science faction. , as organic pops will use less too. 6. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as a Machine empire, players will need to focus. They give very few jobs, and the jobs they do provide are low-value. I am using nobles in my empire, 3 noble jobs increase stability by 5 each. 1 Answer. Robots, for instance, may use. Legacy Wikis. 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. 7 food and consume 9. Unless they need amenities or housing I'll only build alloy foundries on forgeHabs, civ industries on indHabs, and so on. But yeah robots do need a nerf regardless. Nexus Districts also give you housing. Pops have a base amenity requirement of 1 Amenities, slaves require 0. It works automatically, same for synths. You only need to worry about amenities enough to avoid negative levels. 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. 4] [282d] Game Version v3. Its not necessary. What pops are working the farming jobs and have one of them selected to see their traits 2. Robot and machine species do not consume food, instead they consume energy. Pick robot or organic assembly and just use that one. • Robot Assembly Speed : +10% • Robot Upkeep : -5% • Production from Robots : +5%. 8 Maintenanec Depots, 7 Sentinel Posts, 75 pops (Assume the remaining jobs are filled by districts). '. 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. - Build 2 more worker districts. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. Then, every so often, just resettle the robots to your production worlds. It just seems sort of stale right now. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. This is true, but gestalts robots also have superior population assembly to other empires. In case you need a food boost in your empire, pick an empty planet and build your Habitat there. 5 amenities as robot-servants. There is no reason a civic should override a cap. Also robots are cool. It really isn't smart though in the early game for your core worlds. 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). 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. 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. But generally, in Stellaris, if in doubt, do. ago Not really. Since gestalt doesnt have happiness maintenance is how you affect your stability level. You probably will not need many agri-worlds. cornyclassic •. 4% happiness bonus. 5x if scientist has none of: * Expertise is voidcraft. r/Stellaris • Federations need to be. But it is good that even they are more numerous, they only contribute to a smaller instability and Faction support. • 3 yr. When I say “worst,” I do not mean bad. Red_Crystal_Lizard. They have reduced housing need and are “employed” without needing districts or. Your Prepatent Species are identical in choice to any normal species, but Necrophage species. 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. 28. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. 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. Do the same penalty for robots, but for 0 energy credits. Unlike other races, robots can work on any planet and are incredibly efficient at every task you give them. 66 (Umbra) +11. Regular empire factions can potencially give ALOT. I do think you are discounting the amenities produced by the gene clinic though. A big problem for AI is still multicultural planets. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. They're the machine equivilant of city districts. If it makes any kind of difference, I'm on the shattered ring origin. Robots, droids and synths are the exact same "species", the only difference is your technology. 4) Do Drops in the Ocean with the paranoid dude you just got, pick paranoid lines until you get Maniacal. The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. Planets generate Defensive armies based on their population and buildings, but these armies are locked to their home planet and cannot be sent to conquer other worlds. 4 [282d] What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse. The latter is sufficiently advanced to be enslaved. )Galactic Paragons Expansion Features. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. If you are on repeatable tech and want to take the extra time. 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. They are still solved via a single Policy (AI Rights nowadays) and do not properly use the Species Rights System. 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. Late game every world can make do on just synapse drones, except my research focused worlds, which do run maintenance. Give the robo planet to your local spiritulists, two birds with one stone. With a robot design emphasizing low cost (Mass Produced. In terms of building priorities, your first build slot is always a robot assembly. This typically requires somewhere between 16-18 pops living on the planet with excess housing available. 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. Non-sentients, however do not have the ability to choose. 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. 5 amenities per robot. 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). For machine empires you want emotion emulators for more amenities. Using +20% amenities trait helps you squeeze out more. I'm playing spiritual - militaristic - xenophobe dictatorship with disabled slavery. Also what irritates me is that keeping the robots updated costs so much precious engineering research. 25. There is really no reason to use gene clinics at all. You'll get the benefits of both slavery types by doing that. Thread starter bdolishny; Start date Jun 22, 2023; Jump to latest Follow Reply Menu We have. 15 building slots, and let's assume ONLY those. The default type of slavery in Stellaris is chattel slavery. r/Stellaris • Federations need to be removed from the Diplomacy tree. As a hive-mind I highly recommend going down the Synchronicity tradition tree and grabbing "Instinctive Synchronization" and then use synapse drones to produce amenities instead when you can, as this will boost both unity production and reduce the amount of. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. The planet has maximum logistical bonus. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. 3) Diplomatic Penalty, people are going to hate you more. It is absolutely *not* linear. The psi corp resources from jobs buff in 3. 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. Sometimes increase once you alter the pops to use even less. ago. Can do Total Wars. It only decreases the average time it takes for a pop to resettle. Between 1 and 0. But -1 is not that big. -Robots dont get any growth speed that is integral for your capital and making colonies useful. 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. 4) If stability is too low, slaves are very likely to rise up, and throw the planet into chaos, or even full rebellion. Fluffy-Tanuki • 2 hr. 36 food and consumes 9. 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. That might sound like a huge effect, but while I don't remember all the details of when I tried playing a Hive Mind last November, I'm playing Rogue Servitors right now, and even fairly developped planets. 2 amenities, so 9. 0) Government & Ethics. Specialist In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. Robots being able to perform researcher and cultural worker jobs is convenient but I can. It will create some Maintenance Drone jobs & they will produce amenities. Boring. 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. The only issue I found so far is the bug where unemployed slaves/robots don’t lead to new buildings, as the AI doesn’t consider whether pops can. Robots is a tier 1 tech, droids is a tier 2 tech. Since you have habitats, you do not have to spread out to find planets. If you use robots for you labor, they use. As time passes on the % chance for death will increase on a per year basis, escalated to 2% per month after 20 years. Finally, you don't need high Amenities. 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. The console version is a little bit behind and robots cannot work Technician jobs in the old version. While habitats are good, it’s probably better to be funding colony ships. Then, every so often, just resettle the robots to your production worlds. Chose the moss covered robot with a disk for a head to be the. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. 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. Civics. 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. Also remember that happiness can only be boosted by 20% from amenities. Initially robots can only produce amenities as clerks or as robotic servants. Also, techs are separated into tiers. Amenities as far as stellaris is concerned are non food and water necessities like being able to shower or have a table to eat at. You build and expand your empire with base resources produced on your planetary districts such as Energy, Minerals, and Food. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. 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. Not even close. 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. Further, this is still more efficient than automation is. 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. This will make food-intensive economies like cloning vats supportable via tribute. DeanTheDull • Necrophage • 1 yr. While we're definitely not getting any pop growth anymore because housing is so overcrowded, the two roboticists will still produce more synths to. The main pro is the +10% robot output. The aim of this guide is to give some insight and information to new. Of course, in order to do that you’ll need a good supply of minerals. Oligotroph (3). I wouldn't recommend going synthetic as a necrophage. Mate, I tried servitors because tall dreams, holy potatoes was that the biggest slog I've ever experienced. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. Void Dwellers are also very easy to screw up. ago. It will create some Maintenance Drone jobs & they will produce amenities. ago. Yes the traits are worse, but that just means you have smaller downsides with synths. g. Beyondlimit • Synth • 5 yr. ago. 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. It is always crucial for players to maintain their lead in the galaxy by having a massive. ) 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. unlike the slavecivics its very well worth it. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. The need to have tons of pops just. Take synchronicity traditions, then I take the AP that reduces amenities. 5. 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. Different pop types, especially slaves and robots. They're also nice for learning parts of the game, in my experience. 85 via research + the Vultaum relic. Economy: You need a strong economy to fund your war. 4. This includes weird worlds. gene clinics make amenities. 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. } } civic_machine_maintenance_protocols sets weight factor to 1. 1 the first in the 3. 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. 2. And robots are an early-game tech anyway, so whatever advantage you can gain is quickly obliterated. 3 amenities on 20% habitability will only be enough for themselves and 2 other robot pops. 6. It just seems to be a general problem with Gestalts. - 2x if has ascension perk Master Builders. 8. Clerks are simply the worst job in the game with yields that are not worth the. 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. iirc when you click on "make claim" you can the pick which systems you want to fabricate claims on on the galaxy map. Your void pops with 100% stability will easily produce almost 3 times more than base production. With this in mind I want to get a bead on the pros and cons of researching synthetics. The5lacker Banned. Pops have a base amenity requirement of 1 Amenities, slaves require 0. They are better pops than even gene mod can make; basic cyborgs aren’t even close. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. In Stellaris where snowballing leads to more snowballing, this is incredibly strong. Machine Empire Amenities. Since gestalt doesnt have happiness maintenance is how you affect your stability level. They have some small benefits, but are just REALLY inefficient in terms of "yields per pop", An entertainer produces 2. Go to Stellaris r/Stellaris. None of the authorities have enough impact on the game to be a bad choice. On bigger, urban, worlds you can end up with half the building slots used for maintenance buildings. That will put them at a Total War with all empires in the Galactic Community. At -3 as amall effect. The pop growth is too small to matter given how poor the amenity output is. Chattel slaves can only do worker jobs but a have small buff to their productivity. 9. +10% pop growth and +habibility isn't worth much as so few pops will have a low pop growth and increasing production and reducing upkeep of 3 pops that don't produce resources is pointless and you don't need the amenities. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 9) of the game. Oh ok got it. Ranging from a rival neighbor. 4 Consumer Goods needed per Robot Population per month depending on Living Standards. 50 base organic pop growth (assuming you max out the growth formula bonus) + organic pop growth bonus AND 2 robot assembly + robot assembly bonuses. Traits. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. Non adaptive is. the best ways to produce unity are when you get it with something else. 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). The negative traits are really negative and make the early game even tougher to keep up. 5 after the tradition upgrade, while robot assembly base is 2 per job for a total of 4. Regular empire factions can potencially give ALOT. 6. And you only need TEN pops to upgrade the habitat building- and then the assembler! 4) The +20% Amenities trait is S tier now. I've almost mastered the planetary management and, usually, by mid-game I begin. It definitely mitigates the problem a little, but it requires some cross-referencing to tell which adjacent systems are going to be most useful. '. The amenities nerf doesn't hit Synth empires at all since they generate amenities like normal empires. If you need more combat advice, check out our Stellaris Ship Design Guide. Assuming you have a solid core, building for growth as the first building on a new colony is fine. your machine pops need amenities because for them the amenities are spare parts. Slave can't be a late game crisis, robots can. Get a migration treaty immediately so you can get access to other species. For instance, the Mastercraft Inc civic is exactly the same as Masterful Crafters. Robots, tier I pops, can do all worker jobs except Technician, which already allows your bio pops to take more jobs like Researcher and Metallurgists. Business, Economics, and Finance. 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. 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. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. Early game, you are more likely at around +4 growth, so a +50% growth rate. I never need planets as they cannot compare to the productivity of my habitats. If it makes any kind of difference, I'm on the shattered ring origin. 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. Needless to say that there's no chance they can survive that. Each planet consumes 5 amenities base +1 per pop. 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. The colony must also have surplus amenities and free housing. 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. The tech is there because machine empires can build bioreactor & feed bio pops. 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. ago. The shown amenities value is the available amenities value, or the surplus. Building synths is playing with fire, because there's. 5 amenities per robot.