2.2 robots are nearly worthless (along with Machine Empires, Mechanist, and Synethic Ascension)

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djmatipl

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Feb 15, 2018
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This suck... specialized robot are useless, robot with science bonus work in mining, mining work in energy etc. I love robot empire but this is sooooo irritating. Devs will fix this?? Anyone know somthing??
 

Ma®tin

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I spent several hours so far playing the Rogue Servitors and I would not say that they are weak in any way. You can go with drone campaign edict as soon as possible for strong start, you can get high level immortal leaders... those level 10 governors do make quite an impact. The unity gain is just insane and you can take all traditions very soon. Then during the end-game, I can run all unity edicts nonstop thanks to that insane unity gain. The large influence bonus from unity ambition also makes it very easy to build tons of megastructures while having all the influence edicts enabled and expanding at the same time.

I still need to try some of the other types of empires, like communists and megacorps, but so far I feel like RS is very powerful.
 

djmatipl

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I spent several hours so far playing the Rogue Servitors and I would not say that they are weak in any way. You can go with drone campaign edict as soon as possible for strong start, you can get high level immortal leaders... those level 10 governors do make quite an impact. The unity gain is just insane and you can take all traditions very soon. Then during the end-game, I can run all unity edicts nonstop thanks to that insane unity gain. The large influence bonus from unity ambition also makes it very easy to build tons of megastructures while having all the influence edicts enabled and expanding at the same time.

I still need to try some of the other types of empires, like communists and megacorps, but so far I feel like RS is very powerful.
You got one type of robot ?? Got problems with work assigned, game put my robo random.
 

Strich

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Determined Exterminators - we provide you with the joy of building energy and mineral districts until the Great Khan appears, you know, you personal nearly unbeatable end game crisis?

Seriously, The upkeep of Robots is so high. I also notice, that economic changes are very very opaque. One month i get +10 energy, something changes (maybe a building maybe whatever), boooom -30 ernergy. Same with minerals.

Oh just to make one thing clear: I fucking love the new planet management! so much better than tiles. Just ab it boring for robots atm.

And before I forget: bring back droids and synth, it made the game much more immersive on that aspect
 

Ma®tin

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You got one type of robot ?? Got problems with work assigned, game put my robo random.
Yes, I am running only one type of robots. With some robomodding you can get pretty generally useful robot for everything. I have enchanced memory for better leaders, lowered housing requirements and job resource +5%, works quite well.
 

Jorrhast

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Apr 24, 2017
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This requires that you have your "boosted" robot pops on the same planet as the bio trophies. Before, you could create planets and habitats that were effectively world-wide organic sanctuaries and gain all benefits. This was the primary directive for my rogue servitors: build and maintain massive structures for their organics to live in, and I played with a megastructure focus to build space for the bio trophies. Now, you only get unity from these worlds. Again, was the unity buffed to compensate, since that seems to be the key bonus that's left?
^
I also played RS "high"-ish, i.e. rushing habitats, then half of them were science, half were OS. Planets were all minerals. A bit of energy everywhere, and I was set for a win. Now it looks like you have to either have organics on every planet (byebye, machine worlds), or just ditch them all and play as regular ME.
I get servitor morale being chunked for happy bio trophies bumping stability, that way you can't have robotless planets and not actually care for your beloved masters, but it is not enough considering the bio trophies cost.
Technically, none of my planets/habs were actually robotless, even habs had admin building and unity building (because +10% planet unity was better than +1 organic). But I agree with your point, (almost)pure OS seems to be completely gone in 2.2. And, ironically, MWs are gone too (can't have organics on those, lol). Seems like planetary specialization, the thing 2.2 was so hyped about, is gone in case of RS. Generic "some mandatory drones + some mandatory organics" is the rule.
Also the squishpets don't have to be put on every planet.
The thing is,that was true before 2.2. You could have many squishpets somewhere and still have that juicy RS bonus. But in 2.2, if you want to have any kind of bonus on any given planet, you must put them on that planet. Otherwise, you're just another generic ME.
 

Ma®tin

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^
The thing is,that was true before 2.2. You could have many squishpets somewhere and still have that juicy RS bonus. But in 2.2, if you want to have any kind of bonus on any given planet, you must put them on that planet. Otherwise, you're just another generic ME.

Does having biotrophies on a planet increase the production on that planet in any way? I just shipped 150 biotrophies to my new colony...
 

Jorrhast

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BTs give some stability for the planet and unity, nothing else AFAIK.
e: and stability does increase production in theory, but is it enough to justify using BTs at all? I don't know.
 

ruzen

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I don't belive they are completely worthless but the inability to assign them to the spesific jobs is ruining robot gameplay very hard. Don't forget population growth is extremely important now and since the only way to grow 2 population at the same time is robot so it is not worthless.
 

Ma®tin

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I don't belive they are completely worthless but the inability to assign them to the spesific jobs is ruining robot gameplay very hard. Don't forget population growth is extremely important now and since the only way to grow 2 population at the same time is robot so it is not worthless.
It would be nice for them to automatically select workplace where they have higher efficiency, if they don't already do that, but I was not a big fan of managing specific pop for every tile. Especially now, when you can easily get over a thousand pops, such micro would be insane. If I need to build different robot types, I assign specific type to entire planet, like amenities bonus for my biotrophy planet etc.

In the end I am trying to go for a universal robot pop that performs well on every planet type and I just use that everywhere.
 

Drachenfels

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Edit, because I said this a little wrong. What I meant was, that organic POPs will take longer the more POPs are present on a planet, not because the points are increased, but because there is a negative growth modifier applied.

This is factually incorrect, there is no debuf to growth on the fact that you have many pops.
 

SpectralShade

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It would be nice for them to automatically select workplace where they have higher efficiency, if they don't already do that, but I was not a big fan of managing specific pop for every tile. Especially now, when you can easily get over a thousand pops, such micro would be insane. If I need to build different robot types, I assign specific type to entire planet, like amenities bonus for my biotrophy planet etc.

In the end I am trying to go for a universal robot pop that performs well on every planet type and I just use that everywhere.

Forgive me for saying, but that sounds like "humans in rubber suits masqarading as robots", if you get my meaning.
A machine intelligence would optimize its units for efficiency, which would mean that units assigned for construction would be constructed with that purpose in mind. units for research would be designed and constructed for that purpose.

You don't craft and use a spoon if you need a shovel to dig with, and the same would hold true for a machine intelligence. The robots assigned to a specific task would be designed and created for that task in mind. It certainly wouldn't take the unit specialized for mining and put it to handling delicate circuits while the unit designed with tools specifically suitable for delicate circuits got assigned to mining. It would be counter to the whole purpose of optimizations and thus run counter to what a machine intelligence would do.
 

Ma®tin

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Forgive me for saying, but that sounds like "humans in rubber suits masqarading as robots", if you get my meaning.
A machine intelligence would optimize its units for efficiency, which would mean that units assigned for construction would be constructed with that purpose in mind. units for research would be designed and constructed for that purpose.

You don't craft and use a spoon if you need a shovel to dig with, and the same would hold true for a machine intelligence. The robots assigned to a specific task would be designed and created for that task in mind. It certainly wouldn't take the unit specialized for mining and put it to handling delicate circuits while the unit designed with tools specifically suitable for delicate circuits got assigned to mining. It would be counter to the whole purpose of optimizations and thus run counter to what a machine intelligence would do.

So what kind of a system do you propose for managing 1000+ jobs in such a way? The new system with far more pops makes the game more dynamic and interesting, with new resources and playstyles. If we want to keep that, there need to be some compromises elsewhere. In the end, system that promotes less microing is not a bad thing. And it is not even a robot thing. Any multispecies empire or empire focused on bioengineering will have the same problem of not being easily able to manage species with traits fitting to certain jobs.
 

Dsingis

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This is factually incorrect, there is no debuf to growth on the fact that you have many pops.

Are you sure? I mean I haven't played an organic empire yet, but I have seen on stream in the dev clash, that there is a negative growth modifier for "present POPs" on some planets with large populations, many times.

I mean, they could have changed that for the release version, of course.
 

IconianCat

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Determined Exterminators - we provide you with the joy of building energy and mineral districts until the Great Khan appears, you know, you personal nearly unbeatable end game crisis?

Seriously, The upkeep of Robots is so high. I also notice, that economic changes are very very opaque. One month i get +10 energy, something changes (maybe a building maybe whatever), boooom -30 ernergy. Same with minerals.

Oh just to make one thing clear: I fucking love the new planet management! so much better than tiles. Just ab it boring for robots atm.

And before I forget: bring back droids and synth, it made the game much more immersive on that aspect

your inexplicable energy drop is because robots can transition between the caste system instantly. they dont take time to promote or demote so if you build a new alloy forge? boom suddenly all your tech droids getting you energy all move up the priority ladder to complex bots and fill your alloy forge. new research lab? boom more tech drones move up. they REQUIRE you to micromanage the job screen on all of your planets. its such a delicate balance its beyond agonizing because you cant set up a cascade effect like before that would shape and curve yuor planet's development as it grows. and its a HUGE difference from even one or two jobs. each tech job gives yuo 4 energy FOUR. so when you upgrade an alloy forge or a research lab and it suddenly add 3-5 jobs youre taking TWELVE energy away out of nowhere form 3 of those tech drones thinking making alloys is a higher priority than filling the batteries they need to live.

same with minerals and pretty much every resource. the machine priuoritys are fucked in terms of the caste system and how they determine whats most important
 

Masoz

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Yeah, robots are broken right out of the gate.

I built robot assembly plants to backfill farming and mining jobs with robot slaves, but immediately I run into the problem that robots can't run clerk jobs.

The problem is the job management AI keeps assigning my base species to those jobs. So all my organic workers take up 100% of the farming mining jobs, leaving only empty clerk jobs and every single robot pop unemployed and worthless. And I can't just promote them all because I need those organic species to run those clerk jobs. As far as I can tell, there is no way to properly utilize robot pops at all until droids, and that gives its own slew of new problems given what I read in this thread...

Time I guess to delete this fanatic materialist save and do something else until it's fixed.
 
Last edited:

Ma®tin

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your inexplicable energy drop is because robots can transition between the caste system instantly. they dont take time to promote or demote so if you build a new alloy forge? boom suddenly all your tech droids getting you energy all move up the priority ladder to complex bots and fill your alloy forge. new research lab? boom more tech drones move up. they REQUIRE you to micromanage the job screen on all of your planets. its such a delicate balance its beyond agonizing because you cant set up a cascade effect like before that would shape and curve yuor planet's development as it grows. and its a HUGE difference from even one or two jobs. each tech job gives yuo 4 energy FOUR. so when you upgrade an alloy forge or a research lab and it suddenly add 3-5 jobs youre taking TWELVE energy away out of nowhere form 3 of those tech drones thinking making alloys is a higher priority than filling the batteries they need to live.

same with minerals and pretty much every resource. the machine priuoritys are fucked in terms of the caste system and how they determine whats most important

The instant caste mobility has a huge advantage though. You simply disable the jobs you do not want... you upgrade a foundry and disable 4 of the 5 new work slots and there is no problem. I feel that the mid game is the weakest point of robots right now, as there is where you need to shuffle the jobs a bit too much, but as soon as you start building your dyson, everything just works. :D
 

Serenity84

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It would be nice for them to automatically select workplace where they have higher efficiency
They are supposed to. But only when changing jobs. And if there is no better pop to work a higher statrum job, you can still get a non-ideal one. Just because it needs to be filled by someone. And once a pop is a specialist it won't easily go back to being a worker (at least as far as organics are concerned).
If they constantly checked for better available jobs you'd basically have the tile system back which was very hard for performance, even with just 25 pops per planet.
There are some bugs with selecting the right traits though

What's needed is being able to mod pops on a per job basis. Then you could specialize all miners, technicians, scientists, etc.
And maybe the next pop to grow could be chosen based on the free jobs. Though that would have issues when things change between the start and end of growth