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What worked the most for me was to specialize planets ( mineras, energy ( the most important things for any machine empire hands down(so that you can suport robot building and alloy forging))), dont expand too fast or your empire size will increase your research and tradition costs to insane prices, look for planets that have natural special resources mines that you can build ( sou you dont strain your mineral production building special resources factories and can build alloy forges.
But still with all this, my energy prodution is aways near negative or negative. Population traits I go for reduce robot build time, increase housing needed and reduce robot upkeep. Civics I tend to do the same, to try to cut cost from upkeep anywhere I find ( the most upkeep intensive thing in ME is the robot population after some point, followed by distric upkeed if you tend to build tall)
That said, current build... Pop growth is king. So rapid breeder organics or mass produced bots.. Pops = economic power so simply having more then your enemies will always have you win in the long run.
What I dont know, in the long run is, having more planets early (since they take ages to develope) or have more systems. Need to figure that out realy.
Do you have a quote or link for me good sir?
Edit: Wiz replied on page 2.
The big advantage of machine empires is being able to colonize any colonizable planet immediately. So I grab them as fast as I can. By the time the AI's had 5 planets, I had 12. The initial assembler costs are negligible and I figure I might as well get that 300-400 month wait out of the way sooner rather than later. That said, it was 50 years or so before any of my colonies had a positive income on energy or minerals, which is a huge shift from the rapid expanders machine empires used to be.
I basically created a pop that was meant for the previous patch but I changed my species to specializing in getting more energy. I realized that that is a lot more energy upkeep for ME now that I had to specialize one planet on generating the energy that I need to sustain my starbases, ships and pops.
After that everything went smoothly once I got Mastery of Nature and Machine Worlds and started making forge and refinery worlds. The amount of resources that I could get from a specialized world is enormous.
https://steamcommunity.com/sharedfiles/filedetails/?id=1587615783
https://steamcommunity.com/sharedfiles/filedetails/?id=1587615718
I really don't understand the people saying that the energy problems for ME make it unplayable to be honest. The only problem that I have is I cannot continue the game because the stuttering was unbearable so I created a new game on a medium sized galaxy.
The energy problems for ME is workable if you ask me.
https://steamcommunity.com/sharedfiles/filedetails/?id=1587625386
-energy isn't really a problem because, no matter your build there should always be some food production slots available that you can turn into bio-power plants easily.
-your pop growth is important but even 20% might not make that much of a difference when the base value is 3.0, it's a great perk, I think, not a must have, it's nice to have but there are many boosts from traditions eventually, also, it could become micro-hell if you wanted to expand fast.
-as your pops grow they'll require more amenities, bio-trophies will require consumer goods too, lotsa, while there are plenty of ways to build energy, pops will be effectively capped by your mineral planet production.
Minerals are probably the most important resource for machine empires because you either go to war (2 out of 3 archetypes) or build tall (so need to research and be a happy neighbour for a while) so you can see why you should always need'em.
But I think minerals are a mid - late game problem for Machine Empires that you can remedy by adding the Rockbreaker Civic(I also think that Rapid Replicator civic is OP as it vastly improves pop growth and a good first pick civic).
I tried specializing pops for mineral production but it involves a lot of micro and I am lazy.