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Additionally I cannot put the synthetics into a servitude position to utilize their strengths because I'm a synthetic empire. I feel like I just kinda wasted my time here.
Other created robots/synths would remain at whatever you set it to, which as a xenophobe the highest category available would be residence.
I cannot set my synthetics to robot servitude due to being a synthetic empire. I cannot give them above residence due to my population seeing them as too alien. I'm feeling like something broke at some point because this is just all downsides on a management level I feel, but wanted to see if I'm missing something.
Seems like bad implementation they should of allowed you choose them at the conversion.
so you don't have to immediately do a species modification. Or its a bug from mods.
However Xenophobe government has never allowed any other species robot or otherwise to gain *full* citizenship.
As a xenophobe empire you cannot grant *any* species full citizenship other then your starting species. So you can still set it in your policies tab to *allow* synths citizenship you can't go to the species tab and actually set it.
So if your former base species is now being blocked from gaining citizenship then sounds like something broke in a update or its a mod problem.
And to clarify, my base species is not being blocked from citizenship but are being removed from their ruler positions by the secondary species. This is causing massive issues due to unhappiness of residency affecting stability.
https://imgur.com/a/yO9HaNz
The fact your a xenophobe means you cannot grant your robots full citizenship.
What's not working as intended is the job system, your newly uplifted Ai citizens should be filling the ruler ship roles and all your robots should of stayed where they were.
Try to remove the jobs priority then bring it back to see if your base pops will move back into them.
As for the lack of actual functional distinction between a common robot and a new synth.
It's because they both use the same modification point amounts. When you changed from bio to mechanical your pops changed from using Bio trait points to Robot trait points.
Your citizens themselves are no different from a normal robot trait wise.
So they still use happiness and consumer goods compared to a robot that doesn't
The benefit is that Synth leaders are slightly better than robot leaders.
it's normal that your pops don't have traits anymore after becoming robots, being a robot itself gives a big bonus but it's not easy to see nowadays, then just spend your 5 robot points on top of that.
AI rights should also say "synthetic ascension" instead of giving you the usual choices. maybe a mod (or lack of mod?)