Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
I think it's a more efficient (research gain / recruitment time) ratio.
However, as you said, they aren't as good as augmented workers in term of (research gain / upkeep fees) .
Also, I found this in another post :
Shoot I just realized that the Machine God is proportionalty worse than bog standard humans, and the humans have no penalties at all, can benefit from worker happiness, and the research bonuses for workers.
The AIs workers are just really underwhelming. The only possible benefit is research ratio to recruitment time. And that's completely worthless. There's never any point where you need to cram as many employees in as possible. Wages are easily the biggest bottleneck not time.
I suppose maybe if you're having problems keeping worker happiness up the AIs might benefit, but honestly my guys were all maxing out happiness all the time so I honestly can't tell when that situation would come up.
I've found my strategy is to unlock the first tier of AI asap, then hire them nonstop until I finish research, then fire all of them and go back to mutants/humans only, and as soon as I unlock a higher level of AI beyond the second tier (for tasks) I instantly fire them because the cost to benefit ratio sucks.
This could potentially be resolved by splitting up the cost into a hire/maintain cost - have humans cheap/free to hire, mutants cost a bit to hire and more to maintain, and AI expensive to hire and very cheap to maintain - this would result in AI being a long-term investment which combined with them not leaving would be quite attractive compared to ongoing costs, while your biological employees would be easier to continually hire nonstop so them leaving wouldn't be as hard to deal with, just maintaining numbers.
There is an event where if you have employee happiness high enough all the humans and mutants get a boost. I assume, though I never got low enough to trigger it, that if you go low enough they will take penalties.
So if you're constantly at some very low happiness level AIs might be slightly better in comparison. It's only a 20% bonus though so I don't think it would offset the maintenance of the high level AIs.
As for actually gaining and losing worker happiness that happens at any time. I was losing worker happiness when I had already fired all my workers. It was actually helpful as I could choose the happen to lose worker happiness rather than the one that actually cost money.
Personally I also just hired the first tier of AIs and mutants in roughly equal amounts and got through the entire tree pretty quickly. Then fired them all and spent a much much longer time waiting for the board to give me enough authority to move on.
So in balance terms any advantages that the AIs have in terms of speed aren't worth very much when you're gated by other completely separate resources. There would have to be some ongoing need for research, or possibly a time crunch where you had to get your research done really fast. And while there is the replacement body research line I got that one done in a couple of decades. Well before anything else or it was even close to an issue.
There are loads of events which take worker happiness into account, and I'm not 100% sure which ones can still fire when you only have AI workers. I'm going to look into that soon.
AIs *can* be affected by low worker happiness, the idea being that you still need a few people to run the servers and do maintenance, and those people can strike. However, they only strike for one turn so you don't lose the AI worker. Basically this was a balance thing.
The real question is whether high happiness interns aren't better than everything, despite being the fastest to recruit and the first employee you get.
At base though they have a cost-tech ratio of 1.8 though, compared to 1 for employees, 1.5 for simple AI, 1.1 for chatty AI, 1.33 for enhanced employee, 1.5 for contracted ubermensch and 1.33 for monstrous deity.
So, if you're investing the saved cash into tech institute to counter the inefficiency buildup or moving tax sliders it's very possible you're actually ramping up faster. It's probably not sustainable for very long periods, but you can very quickly hire/fire a pretty large pool of interns.
Interns have a -30% modifier to their happiness, so if you're at 100% happiness they behave as though they're at 70%.
Buuuuut, if you could get happiness up to 130%...
Incidentally the idea of a tech company staffed entirely by poorly paid interns is *ahem* an intentional design option.