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Combine this with a xenophile trade empire to get absurd immigration numbers.
On the other hand, genetic ascension allows bio pops to be reshaped into pretty much whatever you need /want.
How does the synth evolution path help to boost immigration?
Synth evolution in general seems a lot less extensive than psionic ascension...
One of the most obvious benefits is immortal leaders, but in the late game, it's possible to have very long lived leaders anyway. I heard with the new DLC, it's possible to gain immortal leaders anyway, if you are fortunate.
Synthetic evolution and now is only one species optimized with all the economic benefits of being a machine empire.
You don't get 0 consumer goods for pops, unfortunately, like Machine Empires. This would be cool, but it's not an option after the project is complete.
So, in some ways, you're better off just starting with a machine empire, but it depends what you want...
It would've made some sense to have this transition as well, but I suppose it's not really a full transition to a machine intelligence government, they retain their politics and sense of individuality.
You can still have oppressive autocracy with a synth evolution empire, but that's the closest you can get to 0 consumer goods I think.
If you are going for trade value you most certainly should go Cybernetic to stack Trading Algorithms (+25%) and Thrifty (+25%) which applies to the base production of trade jobs
The machinist origin doesn't really do this.
When leaders ascend they keep all their old human traits and gain new machine traits on top of it. So yes.
Good point. Maybe that's it then, you get better, more skilled leaders in the long term.
Lots of people on Reddit at the time considered it to be the best option in most cases.
I suppose as the DLC (Utopia DLC) is no longer new, these things change.
I think you can still game the system by colonizing some planets with your original species and before it completes you finish the Synthetic project to convert all your pops to robots so when your colonizing worlds finish you still have access to your old pops and can benefit from the double pop growth like you could before.
I guess an obvious one, would be to keep at least 1 pop of the dominant species when the synth project is complete. But, this seems like a quirk of how the game mechanics work, that probably needs a redesign.
One idea that would be a lot of work, is to have significantly longer tradition trees, or perhaps even stages (like a stage and and stage 2, that would each consume a ascension perk). This would allow more even greater specialisation over time.
So, the current Synth Evo. would be stage 1. There could be stage 2, to develop the abilities and skills of synth pops and leaders even further.
Perhaps it could even represent a different direction, like a more organic kind of synthetic, with an organic brain, that retains abilities of the original species.
Stage 3 could be optional, repeating traditions, that consume increasing amounts of unity each time they are completed, similar to repeating technologies.
Stages of ascension perks would be quite interesting for some origins, particularly the psionic origin, as they would be able to reach stage 2 relatively quickly.