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Moghopper Jun 23, 2024 @ 5:16pm
Driven Assimilators and machine worlds
Quick issue: Was playing driven assimilators with the machine world start. Everything was fine until I started making more machine worlds. For some reason all my cyborgs (including my starting species) had only 45% habitability on them. I thought they had higher by default, or am i missing something?
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Geoff Jun 23, 2024 @ 7:16pm 
In general, organic pops can't otherwise be on machine worlds at all. And if you're an organic empire and capture a machine world, you can resettle machines onto it, but not cyborgs - though cyborgs who are already there can be left alone and they don't die. That's pretty much the limit of my experience with that case though. But given my experience, 45% sounds pretty good to me.
Moghopper Jun 24, 2024 @ 6:05am 
Noted, but I am still curious, as I thought someone said that Driven assimilator cyborgs had high habitability if you started with the resource consolidation origin. Was I completely mistaken?
CrUsHeR Jun 24, 2024 @ 6:16am 
As of the current update, your cyborgs should have Machine World Preference, giving them 100% habitability on machine worlds and 80% on relic worlds (and 0% everywhere else except habitats)

https://stellaris.paradoxwikis.com/Origin
https://stellaris.paradoxwikis.com/Species_traits#Climate_preference_traits
Moghopper Jun 24, 2024 @ 6:22am 
Originally posted by CrUsHeR:
As of the current update, your cyborgs should have Machine World Preference, giving them 100% habitability on machine worlds and 80% on relic worlds (and 0% everywhere else except habitats)

https://stellaris.paradoxwikis.com/Origin
https://stellaris.paradoxwikis.com/Species_traits#Climate_preference_traits
just my starting cyborgs though, right? For some reason they don't have it.

Maybe when I modded then with some other traits their hab preference got reset?
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Date Posted: Jun 23, 2024 @ 5:16pm
Posts: 4