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Yeah. Since the upgrade is automatic anyway and we replaced production penalties with job restructions, having them as different species is now pretty pointless and would just cause bugs.
Synthetic Ascension will still create a distinct robotic species though, right?
 
Migraiton is now a positive or negative growth/declien modifier. This was already shown.

Right. I was trying to think of a way that they could still maintain a pop "identity" even using such a system, but probably not feasible. Would want to be careful at least that N units of population of species X that leave a planet don't end up contributing to species Y, or worse, end up as fractional pops scattered across a dozen worlds that never do anything. Just saying that pop still come in whole units, so reconciling that with the growth system will have some tricky cases.

There already was a Ethics attraction from Migraiton Pacts and Defense Pacts/Federations. Was since 1.5 came around.

Is the ethics attraction from these towards the other government, or towards the ethics of the pops who are actually immigrating?

I asume the most fitting pops for any job will grow/be assembeled, pushing your founder species out of their jobs into joblessness. From where they can then Mgirate.

Yeah that sounds good.
 
Reddit Q&A
A few interesting answers from wiz on reddit:
The "roboticist" pop at the bottom has me excited that they are finally automatically robot pop assembly. It looks like 1 pop turns 5 minerals into 2 assembly points. That would be a huge reduction in tedium.
to me it seems more like having multiple roboticist will increase the amount effort going into assembelling (/maintaining?) the robots, which results in quicker robot building.
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I realise it’s an abstraction but the problem I have wanted solved in stellaris for a long time is being able to automate a job without deporting a pop. On a full planet that’s impossible and it really irks my IP (“sorry poor mine workers we could get robots to do this and let you have a life of leisure but you’d have to give up your house”)

Pegging robot numbers to something else like infrastructure or specialist buildings would be much better.
wiz: That would just add more systems for the sake of adding more systems. Robots use less housing, and you can always build housing buildings to be able to fit both.
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Well it makes sense. You are suddenly giving rights to millions of things that were previously just slaves, it should cause a huge humanitarian crisis in your empire when you do this. This makes it a far more interesting choice. Do you suppress the newly sentient synths in your empire and risk a mass rebellion, or do you give them rights and cause a huge housing crisis. Currently you can just always give them rights to avoid rebellion and there is really no downside (unless you are a spiritual empire).
wiz: Yup. Whether or not to give synths rights is now a much bigger deal.

There are so many things like this we can now turn into far more interesting and immersive decisions due to not being constrained by tiles.
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I just want the ability to have a robot empire that isnt a gestalt consciousness. We build them but they are unconnected as a mind and all individuals with their own goals. Its annoying that the only way to get here is synthetic ascension
wiz: This would mean starting the game with T3/T4 tech. Highly unbalanced and best left to mods.
 
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Yes, as will robomodding

I asked earlier. Now that most robot/synth/ME changes has been revealed.

Will they now be able to use migrate?

I see three reasons for them to start use it now.

From migrate teaser we know that migrate is the stick + bag icon just below assembling. Since the icon is just a flat - perhaps to annotate that there is no factor affecting migrate at that moment.

Second, I assume that robot/machine empire has the same build/job structure as organic. So in theory you can build city to grow above initial housing space. Then convert the city back into a mine which will leave you with LOT of unemployed synth.

Third, in the robot second tease you can tell that you have "enabled migration control" for that particular synth.

So it is either WIP or all but confirmed that machine empire can use migrate. Might as well get ahead of it Wiz.
 
What I'm saying is, this redesign seems like it could easily be coupled with increasing or removing the 25 size limit on inhabited planets. So... Mod ringworlds to have 4 size 100 sections, if you want? :p
I'm just going to point out that it would be better 16 25 sized planets than 4 100 sized ( or heck 8 50 sized would too)
 
Internal management look much more interesting with these changes, cant wait. : )
If a ruler strata robot emmigrate or is displaced to a empire without robotic techs the pop have their sapiency removed?
 
Reading the Reddit comments, the synth condruum looks really interesting, since giving rights to synths will now have a lot of costs (housing, mainly), and thus, it won't be an automatic choice anymore. Which makes lots of sense, really. A non-sentient robot shouldn't even require housing per se, since they could be stored pretty much anywhere. A self-aware synth, however, would be an entirely different matter.

Also, I wonder what will pops and synths need in order to "learn" jobs, and how they will ascend or downgrade in the social ladder.
 
Yeah. Since the upgrade is automatic anyway and we replaced production penalties with job restructions, having them as different species is now pretty pointless and would just cause bugs.

Do synths cost luxury resources? It makes sense that they would given that they're sentient but I'm concerned that if I had an empire with Utopian Abundance selected with a largely autonomous droid labour force an automatic switch would suddenly mean that my luxury goods costs are through the roof.
 
I asked earlier. Now that most robot/synth/ME changes has been revealed.

Will they now be able to use migrate?

I see three reasons for them to start use it now.

From migrate teaser we know that migrate is the stick + bag icon just below assembling. Since the icon is just a flat - perhaps to annotate that there is no factor affecting migrate at that moment.

Second, I assume that robot/machine empire has the same build/job structure as organic. So in theory you can build city to grow above initial housing space. Then convert the city back into a mine which will leave you with LOT of unemployed synth.

Third, in the robot second tease you can tell that you have "enabled migration control" for that particular synth.

So it is either WIP or all but confirmed that machine empire can use migrate. Might as well get ahead of it Wiz.

Free synths will probably be able to migrate. Machine units and shackled bots, no.
 
Do synths cost luxury resources? It makes sense that they would given that they're sentient but I'm concerned that if I had an empire with Utopian Abundance selected with a largely autonomous droid labour force an automatic switch would suddenly mean that my luxury goods costs are through the roof.

Free synths cost luxuries.
 
Free synths cost luxuries.

So would the automatic upgrade to synths still be a net positive on the economy? The auto-upgrade has always felt a bit weird. If a highly automated society suddenly had to provide extra housing, luxuries and other goods to formerly non-sentient machines it seems like that would be a massive hit to the economy and not worth doing.
 
Right. I was trying to think of a way that they could still maintain a pop "identity" even using such a system, but probably not feasible. Would want to be careful at least that N units of population of species X that leave a planet don't end up contributing to species Y, or worse, end up as fractional pops scattered across a dozen worlds that never do anything. Just saying that pop still come in whole units, so reconciling that with the growth system will have some tricky cases.
Planet populations are now much bigger. A planet exceeding 50 total population was already in one teaser. And I fully asume species will grow/be assembeled until you got at least 1 Unemployed of each species on every planet (or you run out of livign space).
 
So would the automatic upgrade to synths still be a net positive on the economy? The auto-upgrade has always felt a bit weird. If a highly automated society suddenly had to provide extra housing, luxuries and other goods to formerly non-sentient machines it seems like that would be a massive hit to the economy and not worth doing.
I think that this decision will remain a policy decision, the policy for robot citizens become available when you research synths but you dont need use it.
 
I think that this decision will remain a policy decision, the policy for robot citizens become available when you research synths but you dont need use it.

That's not the same though is it? If you're playing an egalitarian empire then of course you're going to let the sentient synths get citizen rights. The question is why on Earth would you roll out the update empire wide? It makes sense to have some synths, but do you really want the hassle of making your mining bots sentient and having to give them more housing, luxury resources etc.
 
I wonder if/how traits impacts the jobs available to a species. Like, POP's with the Servile trait being locked into the lowest menial labor jobs available and Proles being unable to work in research jobs.
 
If Droids are more advanced and productive than Robots then you'd need less of them to get the same job done. Once the tech is researched I would expect to see a rising Droid population and a declining Robot population. Same with the transition from Droid to Synthetic.
 
Free synths cost luxuries.
purveyors-of-quality-victorian-corsetry-steampunk-fashion-and-props-for-all-occasions-brute-force-studios-fine-art-and-mad-science-google-chrome-1212013-22131-pm.jpg


As well they should. :cool: