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That or buff the durable trait to reduce pop upkeep to up to 50-40%. Everything else is workable so far with the exeption of energy upkeep which I think is are bit of an extreme penalty for machine empires.
I do agree that some other options for energy credits are needed. I'm starting to think that my neighbors are looking awful tasty. If organic pops still produce 6 energy credits for being used as bio fuel, I'm going to have a feast!
When I look at the other empires and my friend I play with... He has like 1600 total energy income compared to my 4000 and he has a surpluss of +200 or so... And I'm struggling with keeping it positiv. They really need to touch machine empires.
Thanks for your insightful breakdown. I haven't tried a machine empire in 2.2 yet (still trying to learn an organic economy), but I have seen the AI struggling to play them. Now I understand why most of them never manage to found a second planet. I haven't checked in observer mode, but I wonder if they are deprioritizing their replicator job(s) in favor of energy production and so permanently stagnating due to 0 growth.
This isn't actually true. Organic planets are hit with a large new colony penalty that drastically slows growth rate for quite a while. They can manually move a few pops over or rely on migration, but the penalty doesn't go away early. So machine empires have the ability to jump start colonies much more easily than organics, especially since they can get pop growth so much higher on their core worlds. Every replicator job adds +1 to base growth, with a solid colony with a fully upgraded capitol they can reach 5-6 base growth per month, which is then multiplied by pop growth bonuses easily reaching like 10 pop growth per month. Which means you can start a new colony and transfer over 8-9 pops to instantly build and upgrade the planet to 3 base growth per turn which is now ahead of an organic planet at the same stage.
I agree with your overall point though, machine empires are most certainly very flawed right now. However, I think it boils down to one very simple issue, the new Stellaris economy is balanced around trade and machine empires have nothing to replace or compensate for it's loss. If you look at hive minds they get 3 jobs per district, that is their replacement for trade, it's not great but it's something. Machine empires get nothing. It's not even the population energy cost that kills them, though it certainly contributes, but if you look at your late game energy upkeep most of your energy is going to buildings and ships, not pops. Reducing pop upkeep isn't going to help significantly, that's not going to fix their issues. What needs to happen is all the places where organic pops get trade jobs/output, machine empires need energy jobs/output, and they need something like the commercial center building they can place in free planet slots that provides a lot of jobs and energy output. The bio reactor doesn't work and was a bad idea, it's not effected by job/pop resource bonuses, and the exhange rate is worse than selling food on the market. Machine empires shouldn't be farming food just to sell though, it's ridiculous.
I don't think there's anything wrong with any of the other resource costs of the empire type, minerals are super easy to get, I haven't had any issues keeping research or alloy production up.
Interesting, I didn't make it far enough into my machine empire playthrough last night to see the ability to get more replicator jobs. Eventually the economy seems to round out some for machine empires, but I was more focused on the early game issues that they face. How much does the new colony penalty reduce pop growth to for organic empires? I do know that pop migration now "shifts around" population growth based on migration attraction.
And because resettling isn't that much of a problem if you delay your expansion a bit, you can actually resettle 4 pops and construct that replicator to give any new colony a headstart.
No idea how effective it really is, but it certainly feels much better to play.
I've been playing a ME game with a friend, and there are some really painful issues with them. I found that you can't build more or upgrade your robot production plant (even though you get replicators from adminstration) is a bit rough (coupled with all the energy issues)
The lack of building upgrades for ME doesn't make a ton of sense to me. You need about 4 maintance depots per a large planet (since they only produce 5 jobs each) and the Bio-fuel convertor is useless (converts food to energy at a 1:1 ratio, but this sucks because it doesn't scale with any energy +% since all of those effect jobs and the biofuel has no workers. and unless you are focusing on food growth you need 4 agri jobs to work 1 bioful, while one energy pop will produce 4.5-9.5 [late game])
I was also a bit disapointed with the Machine worlds if you compare them to the Arcologies. Yeah being able to have as many mining/energy districts is nice (especially on a perfect world of 31 districts) But the Arcology that organics get, the district that provides 10 alloy jobs is just so damn good in comparison. I feel like the Machine worlds should have an industry district or upgraded "regular" districts (I am aware of the 10% increase in resourse which is why i think they should have an Industry district)
I didn't notice that it was disappearing when they upgraded the shelter, I guess that makes sense. My bad.