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- Build a power plant on every tile that doesn't have minerals or science
- Always upgrade power plants first
- Never colonize a plant below size 15 if it can be helped
- Never colonize a planet at size 10 or lower under any circumstances
Other than that, there's not really anything I can tell you.
I can't hold enough ships to defend myself.
With synths I can have 20-50 ships over cap because I make mad credits. And using vanilla robots make way more minerals than machines...
Feels like machines are underpowered.
Also I am playing as exterminators.
A quick summary of my early game: I make sure to have 2 science ships and 2 constructors asap, scout out as much as I can (I use hyperlanes because of the patch releasing soon), and conquer the first 2 primitive worlds I can find. From there, I start mass producing machines and power generators. Meanwhile, my constructors are building on everything inside of my influence.
After that, I just kind of carry on as I see fit depending on what the game throws at me. This typically keeps me well ahead of most scientifically, and with enough energy to maintain fleet cap, even after getting the ascension perk for a 200 fleet cap boost.
Energy is usually only an issue early game, and the issue is amplified by the fact that you are machines which need energy instead of food. It could be you're building too many pops, but thats normally not a bad thing (in fact, it means more robots to work power plants if needed).
As exterminators you saddly can't trade with organics for more energy, and machine empires tend to value energy more. AI organic empires tend to have boatloads of energy past the opening stages, and are more than willing to sell them in bulk for precious minerals. I've often used this to keep my empire afloat for even long periods of time.
Machines are great for the mid and late games once you have a stable base and can afford to invest more to earn more. They're not good for weak and growing economies, so early game machine empires are weaker. However, with robomodding they can be more powerful than a synthetic ascension organic race, and machine worlds really kick off production, while also being a giant middle finger to organics who can't do anything with them.
Its hard to advise you without seeing you play really. All I can say is don't overbuild pops and try to build more power plants and prioritize its tech.
Otherwise it is a tedious thing with not enough ways to control this with the tools the game gives you.
Except, that food tiles exist beside power tiles, but for machines food tiles are quite same as empty tiles with no benefit for energy. Also you can unlock several buildings for bonus food (spaceport upgrade, paradise dome, slave process facilty, etc.) while still having the same energy output buildings.
without food tiles, organics wouldn't even be playable early game. farm level 1 produces 2 food and cost 1 energy. so you need 1 level 1 powerplant to pay the upkeep which means you'd have 3 guys working those tiles just to produce 4 food. and the 3 guys already consume 3 of those 4 food.
robots are more efficient when comparing the naked values. a robot working a level 1 powerplant "eats" 1 energy and produces 1 surplus. simple as that.
Machine pops cost 1 energy each. Organic pops cost 1 food, and no energy. You have a tile with 1 energy, and another with one food, then you can have 1 power plant which gives 2 energy+ the tile resource, and 1 farm which gives 2 food+ tile resource. You can maintain 3 pop, and gain 2 energy.
Machine pop example: same tiles. You build 2 powerplant and gain a summarized 5 power. If you maintain 3 pops, then you are left with 2.
However there are plenty of strong early available building for organics. Slave procession facility gives +2 food, and 2 minerals. Paradise dome gives +4 food. You can build spaceport farm, and solar panels both giving 2 energy, and 3 food summarized. Machines can only build solar panel gaining 3 energy. If you maintain 3 pop, then you are left with no energy.
the paradise dome is no advantage - machines have an equivalent building (control center) in their version of the harmony tradition. it gives +2 energy (and +2 unity and 5% bonus to all robot yields), which is pretty much on par with the paradise domes +4 food at -2 energy cost (and +2 unity + 5% happiness).
also, energy grid/nexus gives a % boost to energy which doesn't have an equivalent for food (other than the slave plant which is limited to 2 specific ethics). energy grid is a fairly early tech, too.
Also, as an exterminator.. look for pre-space species; invade them; melt them down into raw energy whenever you need a bump.
My servitor games have taught me to ignore most tiles and just build specialized worlds to maximize multiplier bonuses as machine empires. Basically, look at the native tiles and specialize the world towards whatever would produce the best yield. Tons of science tiles? convert the whole world into a science complex with observatory and science ship assisting it. (Bio-trophy worlds/habitats run just enough power/minerals to maintain the machines that run the nutrient paste plants before releasing the organic 'pets' to breed and cover every inch of remaining livable space.)