stellaris do robots need amenities. Share. stellaris do robots need amenities

 
 Sharestellaris do robots need amenities 5x if scientist has none of: * Expertise is voidcraft

In Stellaris where snowballing leads to more snowballing, this is incredibly strong. Yes they do, they influence migration. I can only second the advice to not use Clerks for Amenities. Once you have a strong supply then you can start creating specialized planets. Stellaris allows more custom ship designs than MoO's six. Also robots are cool. 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. The penalty for low Amenities is higher than the bonus for high Amenities. 15 building slots, and let's assume ONLY those. • Robot Assembly Speed : +10% • Robot Upkeep : -5% • Production from Robots : +5%. 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. The robots don't care one way of the other and they produce more than regular pops. 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. You can't get the benefits of both at the same time in the same species. 1 resources regardless of any other traits. Protocols trait) can make amenities for free. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. Depending on which ascension path you go down, you could have higher outputs from robots compared to organics. 1. You only need to be developing 3 or 4 at any given time, and unemployed pops will migrate to where the jobs are automatically. 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. I believe robots come in 3 levels, robots, droids, synths. Slaves normally only take up . it's going to be an issue. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. 9. Compared to organic population who need 1 food plus bit of consumer goods depending on living standards. Meanwhile slavery always remained a strong option but a bit micro intensive. This mod should be added before the game has started. Residents have -10 happiness, on top of no extra happiness due to "High Amenities" and they are unhappy with "Low Amenities". 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. } } civic_machine_maintenance_protocols sets weight factor to 1. A while ago I tried building robots with the new pop-system. My robo-pops don't seem to mind the lack of amenities. (+3 for the organic pop, +3 for the robot pop). In my opinion, no. A few days ago there was a post explaining that robots were nerfed to the ground and synth ascension was a waste of ascension points. Has an opinion penalty with other empires for being an assimilator: -100 (individualists) -200 (spiritualists) -1000 (Democratic Crusaders) -1 replicator job & +1 maintenance drone job from capital buildings. I asked this before but my post was ignored so I'm trying again. It is always crucial for players to maintain their lead in the galaxy by having a massive. Slaves are cheaper to maintain and there are a number of ways to improve their production. You can get up to 80% stability at 100% approval IIRC. More planets helps you grow pops, more pops means more everything else. 0 (Umbra) + 9 (Seoo I) = 9, which matches the sector food consumption. But -1 is not that big. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. 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. While we're definitely not getting any pop growth anymore because housing is so overcrowded, the two roboticists will still produce more synths to. No shit they need them, that doesn't mean you need to fill every job. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. Droids are not robots. Mostly because they can grow pops very fast at the start of the game. Robots get the unique 3 point trait for a generic +5% output, which is great if you are modifying the whole species. To be fair, you're going to need upkeep for any building/job. Stellaris. slaves (D. 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. I guess amenities are generally anything comfort related. 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. Chattel slaves can only do worker jobs but a have small buff to their productivity. First of the flesh is weak is still amazing for your organic pop and gives you +33% assembly speed. Generally, there are 3 strategies you can mix and match. See more posts like this in r/Stellaris. With exclusive additions to the all-new Council. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. Amenities affect robot stability from a gameplay perspective, from a RP perspective they are things that help robots Bedford better, think free oil change facilities or workshops to get updates and upgrades to your body’s hardware or software. 5. If you don't yet have the Droid technology your robots are guaranteed to take mining and farming jobs. Hive minds need genetic ascasion 2 in order to intergrate other organic's and have no use for robots. At -4 a somewhat bigger effect, and -5 a bigger one still. 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. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. They give very few jobs, and the jobs they do provide are low-value. 1 Housing needed per Robot Population. -The war exhaustion and influence doesn't make up for the new major bonuses for ethics. You just need to hit zero, although low positives is better than low negatives. Especially for Gestalts, since those are really bad at producing amenities. Level 3 robots, Synths, have all the advantages of robots, and almost none of the downsides, but are sentient, and as such are susceptible to happiness and ethics just like your regular population. Their resource districts give an extra job. In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. Origins are a way to decide the beginnings of your society and can make all the difference to your gameplay. , as organic pops will use less too. 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. With this in mind I want to get a bead on the pros and cons of researching synthetics. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. Got great riffs with them. Top PostsDespite the hype, robots aren't actually an asset for early-game economies. Trait. 3) Do Rainbow in the Dark with any scientist, this gives him Paranoid. ago. 55 organic growth per month + 2 robot assembly per month, assuming you can get the full +1. This will grant you enough jobs and housing. thenewsheogorath. 0 was never released to the public instead making patch 3. . Slaves do not exist to non-slave pops. Especially with good traits. The game omits both robot and organic maintenance cost in the sense of it. Finally, you don't need high Amenities. Here are our Stellaris tips to help you out. I feel borders in space shouldn't expand like they do in EU or CK. These reports began as a sporadic issue that gradually worsened as the time passed since release. 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. We tried 0,25 habitable planets in the galaxy with no guaranteed worlds in multiplayer. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. Different pop types, especially slaves and robots. 36, which matches the sector food production. DeanTheDull • Necrophage • 1 yr. If you do well, you can hit +10 growth for the bio pops, so the robots are +20% growth rate. 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. Therefore, non-sentient robots and droids, but not sentient synthetics, should be able to be resettled by individualistic societies. You need consumer goods. Generally I specialise planets to have one output focus. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. 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. Ensure you’re utilizing them effectively. 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. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. Oh ok got it. 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. In reality organics need a lot of resources on them also. +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. It's impossible to turn off migration controls for machines/robots in Vanilla stellaris. Invest in a gene clinic on your new colonies, not a robot factory. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. Once you get Droids, they can work all worker jobs as well as most specialist jobs. -Robots dont get any growth speed that is integral for your capital and making colonies useful. Ranging from a rival neighbor. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. Having high Amenities will increase Stability. The fact robots take amenities probably covers this, since typically with machines you don't need to replace bulk sections of their bodies constantly. Go to Stellaris r/Stellaris. Idyllic bloom, masterful crafters. Maintenance drones, medical jobs are what we have. Stellaris Wiki Active Wikis. Repugnant boosts their amenities production. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. If you are on repeatable tech and want to take the extra time. The game omits both robot and organic maintenance cost in the sense of it. Some of these sites, like Message In The Canopy and Debris. In this discussion, I will outline why I think a non-devouring swarm, hive mind is one of the best ways to play Stellaris. You can filter by species. • 5 yr. Then move onto the next target. Robots can work as servants as well, provided they're outfitted with the "Domestic Protocols" mod. . You need to specialize which ever one you go with. Sometimes if you conquer a habitat that an AI built it won't have any other. - 0. 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. By building robots and getting % pop growth speed modifiers. Nexus Districts also give you housing. 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. And there seemed to be no way of assigning them to any specific job. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. g. Machine Empires can take a very similar Path in 3. 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. has_trait = trait_robot_superconductive. I wouldn't recommend going synthetic as a necrophage. Works well with the more trait points since most of the traits are very expensive and it adds stuff for robots. Early game, you are more likely at around +4 growth, so a +50% growth rate. Trust me, this is a huge effect on the balance of pops-to-amenities ratio. If you need amenities, just build a Nexus District. 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. Robot and machine species do not consume food, instead they consume energy. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. It also produces 5 amenities for 1 Consumer good. My driven assimilator neighbors and I are in a federation, and IF the assimilators declare the assimilation CB as a federation member you. And you only need TEN pops to upgrade the habitat building- and then the assembler! 4) The +20% Amenities trait is S tier now. 35. The population growth bonus they give is so small they take well over 100 years to break even on their upkeep. It is only worded differently in its description. It does not make sense robots robbing jobs from actual people. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. 8, which pays itself off in 25 months. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. 2 amenities, so 9. 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. Once you get the droids tech. The main pro is the +10% robot output. So basically "get gene clinic and do not care about amenities till you have 15 pops" vs "get holo-theathres and do not care about amenities for 25 pops". r/Stellaris • Federations need to be removed from the Diplomacy tree. Memorialist can boost stability. 1) Need to be either authoritarian or xenophobe (not every ethic gets it) 2) Much Lower happiness, if you can't combat the crime. I believe that they do, If they didn't consume housing, they would be very unbalanced. Gotta spend the hoard on something. Amenities. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. I apologize for the incorrect information in my previous response. 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. X branch. Most of what it addd is just bigger versions of the vanilla traits, basically more points for more effect but it's the same idea for the traits. They have reduced housing need and are “employed” without needing districts or. Scaramok • 3 yr. Keep planet capacity high enough for maximum logistic growth bonus. the best ways to produce unity are when you get it with something else. That gets amentity use down to . And giving the robots citizen rights kinda defeats their purpose if you play as an organic civ. Final note. It's a place for breeding your slaves and has quite significant pop growth. 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. a. 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. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. I mean, you can easily store a robot somewhere. 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. In the Armies tab of a planet, click the Recruit button to raise offensive armies. 8. ago. The need to have tons of pops just. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). 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. 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. Doesn't make sense, as oxygen is already very corrosive. Robots should elimiate the decadence malus, since they can be used as servants which the decandent crave. If you're making it a foundry world, it might be best to just use the rest of the building slots for housing buildings. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. Do not build Gene Clinics on newly established colonies, their base growth rate is too slow for Gene Clinics to be effective. 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. 0. Robots and Machines are actually two different things (it's confusing, but that's the way Stellaris does it) and Machines do not have Happiness at all. 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. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. , if your starting robots are sitting on base 8 minerals, +10% gives . 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. 2. 4% happiness bonus. You'll get the benefits of both slavery types by doing that. Give Mechanist a slight buff: Make the Robot Assembly Building give Amenities. I do think you are discounting the amenities produced by the gene clinic though. The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. Don't screw that part up. I don't see how the devs would add this feature. ago. Planklength. This is true, but gestalts robots also have superior population assembly to other empires. You need that synergy to make Gene Clinics good. 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. Main species trait: intelligent, slow breeders, unruly, extremely adaptive. Outlawing robotic workers will dismantle all robots within an empire. It really isn't smart though in the early game for your core worlds. 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. None of the authorities have enough impact on the game to be a bad choice. 11. ago. Edit: I know drone storage and silos give amenities, but only a tiny amount. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. This includes weird worlds. 66 (Umbra) +11. DeanTheDull • Necrophage • 1 yr. 2. Proceed. Unfortunately, what you need for a specialized habitat depends on the specialization, because different production buildings have different jobs available and produce different amounts of amenities (eg exotic gas refinery only employs one person, fully upgraded alloy foundry employs 8). MoO1 lets you send population traveling between planets over time. Their food districts can provide 6 food per jobs. Nightmyre Apr 22, 2020 @ 2:44pm. The drawback is slow pop growth, and everything seems more expensive. You may need to manually set maintenance drone priority on colonies, especially in the early game, to make sure you are getting enough. I can agree that robots dont need chairs, beds, or anything like cg (I would argue that looking at researchers), but i cant agree that hive mind pops dont need so, especially if they are not fully one minded but semi-individuals (look at leaders), but even so, each organic life needs to sleep, and not all organisms can sleep while staying, and. Stellaris: Suggestions. If you need amenities, just build a Nexus District. Prior to 2. 12 worker strata pops only costs you 4 consumer goods per month. Also robots are cool. Free amenities+constantly growing buffer for fast resettlement considering you can't resettle egalitarians easy. 1: you get amenities from resource storage building, but els yes, it is way harder to get. (Note: patch 3. 4. or do i build gene clinic on those worlds first Don't build gene clinics, they are one of the worst buildings in the game. 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. If a pop is free, sentient and unemployed, they have a 10% (5% on beta) to resettle each month. When you add in the resources that the robots already start on, I think it's basically even or possibly in favor of +10% minerals. With this in mind I want to get a bead on the pros and cons of researching synthetics. Unless you're playing very aggressively (in which case, alloy forges everywhere ) they will almost always be your first building on any planet. 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. Colonizing large planets with robots sounds like great idea. 0 unless otherwise noted. special desposits only get mined. So, we can see where the sector numbers. Can't do subjugation wars. 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. Memorialist can boost stability. Point 1: Resources. Districts are not meant to be more efficient, they are meant to provide you with jobs you want without population requirement like buildings do. 5 amenities as robot-servants. The Unity one. Despite the hype, robots aren't actually an asset for early-game economies. ago. 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. There really should be a way for mechanics and organics to coexist. Upcoming dlc story pack with Space Rift anomalies to add new events in. Stellaris Wiki Active Wikis. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. Edit: I know drone storage and silos give amenities, but only a tiny amount. 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%. If you are just starting your empire avoid research and culture buildings and go for energy grids, robot assembly plants, and alloy plants. 1. Can assimilate enemy pops instead of having to purge/displace them. Basic robots can also be used to work on words you have terrible habitability for, at least until you learn terraforming. 5. So there should be some way to rectify this, even if it is a policy you can set or unset. With cyborgs its just 1/8. If you enable pop control, then all robots will have a -10% to happiness. Except for a handful to appease the science faction. spiritualist priests are ok for unity as they double up giving amenities. Also, techs are separated into tiers. Non-sentients, however do not have the ability to choose. 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. 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. Roboticists aren't affected by job output modifiers, so a roboticist on a tomb world is just as good as one on a gaia. Worth roughly half of a robot assembly building. For sapient robots it would be made 0. Megacorp Civics tend to mirror the standard civics a lot. Void Dwellers are also very easy to screw up. Origins can add many things to your game, from special interests in robotics, to creating a paradise, to blowing up the planet only 50 years after your society began. The shown amenities value is the available amenities value, or the surplus. • 1 yr. If you use robots for you labor, they use. 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. With respect amenities is vague reference to medical help, since it comes from entertainment building. 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 (bioreactors are terrible and almost never worth a building. So, if you play Residents, you have to really micromanaging Species as well. As a driven assimilator you start the game with 6 points of pop growth per month. 6 tescrin • Driven Assimilator • 4 yr. Clone vats are a simple 33% growth bonus in current stellaris. For amenities, we need 106 of them. 2: 5 amenities -> 4 amenities. +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. You do not need a transit hub for auto-resettle to happen. 5) Secure your empire and turtle. You need to give them Citizen’s Rights or take Flesh is Weak to prevent rebellion. Influence, alloys and empire size are critical now. I do however think robots need a rework. 2. A fleet of 40 corvettes should easily be enough to decimate most early game neighbours. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. Oligotroph (3). ago. Nexus Districts also give you housing. The latter is sufficiently advanced to be enslaved. It seems optimal to have just one robot to satisfy that materialist faction, if present. Can do Total Wars. unlike the slavecivics its very well worth it. 5 amenities per robot. Stellaris has a variety of archaeological sites that can provide valuable rewards such as artifacts, relics, and empire-wide modifiers. Get in there and wipe them out ASAP. Sharp decrease in amenities for robots using amenities. I colonize 50%+ worlds, with higher habitability focusing on industry/research and lower habitability producing energy-minerals-food, assuming no special modifiers. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. Dont take other other worlds. Hive Minds kind of need a touch up. Then, every so often, just resettle the robots to your production worlds. '. 2: 5 amenities -> 4 amenities. 7 food and consume 9. 2. 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. What pops are working the farming jobs and have one of them selected to see their traits 2. I was playing spiritualist and used robots/droids to work on tomb worlds and habitats. The5lacker Banned. 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. 1 ALWAYS overriding factor of 0. just my 2 cents. The math might even make luxurious + build speed + minerals and energy a good start e. First off, the Synthetic tech gives +10% robot production. 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). Robots is a tier 1 tech, droids is a tier 2 tech. Hiveminds are really inefficient in producing amenities. It is absolutely *not* linear. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. Synths are built exactly the same as robots. I never need planets as they cannot compare to the productivity of my habitats. Ascetic civic and networked amenities edict. In stellaris there's 3 ascension paths. A big nerf on Maintenance jobs right at the start of 2. You also do not need a transit hub on the. It's the old Synthetic Age Perk that sucked a lot, re-purposed into an Ascension Path. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Depends on what is available in terms of planetary features etc. Servitude slavery) and robots (D. Most likely, it's my shoddy search terms but, regardless, Imma ask here. In reality organics need a lot of resources on them also. So, technology A increased the chance of Crisis A and could make it fire earlier. I’m “trying” to play a robot civ after getting megacorp, and I’m confused on how amenities affect robots This thread is archived. This will displease any Spiritualist faction but it is well worth it. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. 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.