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Updated it but I'm not sure if I'm still overwriting stuff from 2.2.4-6. Stopped playing a bit after 2.2.3 to await optimization patches since even mid-game was disappointingly laggy. I skimmed the new files and transferred patch values as I recalled from the patch notes I read but that's obviously not exactly thorough. Also did some cautionary nerfs related to a couple buffs I did, as vanilla changes make them unnecessary and likely outright overpowered.
"If those machines want to fight a war of attrition, we'll give it to them!"
"Are you mad? It takes nine months to grow a human, at least fifteen years before they're old enough to fight and then another four months to train them how. The Cybrids can crank out a new unit in a matter of days and they're booted up already knowing how to kill."
Thank you.
Thank you for the update, I will follow up ASAP. If it helps I generally found the economy to be rough early on (without your mod), it generally felt like the upkeep across the board for robots should be reduced (15-25%?), I mean they are an robotic empire, they should know how to make things more efficient than Non-Machine empires when building and using robots.
Having more growth may help that out, once population gets up there, maybe worth considering the reduced upkeep? Sounds like something to add to the Machine Empire "Authority" modifier (like Hive-Mind gets +Growth).
I really think Paradox balanced the game according to Non-Machine Empires who have the Trade mechanic, and forgot that an entire DLC was devoted to robots.