Another Economy Deep Dive (aka Machine Empires aren't horrible)

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Lord Ruby

Corporal
9 Badges
Dec 10, 2018
33
5
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
While an interesting analysis, it only really deals with economic efficiency. What really matters is how good the various types of empires are at increasing the strength of their economy, their economic growth. This is the area where gestalts, and especially machines, suffer.

Because normal empires have ruler pops they're going to run into amenity problems much later, and even when they do they have a lot of tools to address the issue. They can throw consumer goods at the problem, with the decision, they can build holo-theatres, gene clinics, or housing buildings. Gestalts run out of amenities quicker and have to go to maintenance drones to get more, which are inefficient.

Machines, however, face even more problems. A major offender is that their pop growth is expensive. Organic empires get 3 growth per planet for free, machines have to pay 9 minerals per planet to get 3 growth. Ouch. That's a lot less minerals for constructing buildings or producing alloys and research.

At least hives get extra pop growth to make up for this. I can't say whether hives' bonuses are enough to make them better than normal empires or not, since I haven't experimented much with them, but it's definitely within the realm of possibility. Machines get perfect habitability, as well as pseudo-immortal leaders, which doesn't come into play until the mid-game. Their habitability bonus is nice, but sadly not enough to make up for their shortcomings.
 

Arkton

Sergeant
50 Badges
Aug 19, 2013
87
9
  • Crusader Kings II: Legacy of Rome
  • Stellaris - Path to Destruction bundle
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Victoria 2
  • Stellaris: Megacorp
At which point did you factor in the costs of making a new Pop for ME ? They don't get em for free like all other Empires do.

And as it was already stated, the point is not, that ME are bad once they are established, but that the process of getting there is worse compared to all others.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
Post-scarcity doesn't exist though. Resources only get more scarce as districts max out.

But storage and fleet cap are finite.

Put another way, how many BB's worth of maintenance am I going to get for the CGs UA is consuming when I'm already well over fleet cap? I'll take the faster research and unity ambitions.
 
Last edited:

Disalign

Corporal
18 Badges
Jun 25, 2016
41
5
  • Stellaris: Synthetic Dawn
  • Magicka
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines
  • Crusader Kings II
You may have potentially forgotten to take into account deviancy as well. Gestalt empires will always produce about 0.9 deviancy, which is another type of upkeep that requires sentinel posts on hive mind world with large populations. It's notable enough to takeaway another building slot, pretty much. Also must remember that non-rogue servitor empires have an equivilant of maximum stability that removes around 10% production compared to regular empires.
 

Less2

Field Marshal
Jan 20, 2016
3.737
5.039
But storage and fleet cap are finite.

Put another way, how many BB's worth of maintenance am I going to get for the CGs UA is consuming when I'm already well over fleet cap? I'll take the faster research and unity ambitions.

Just build more research labs instead? Or are you talking some hypothetical point at which every building slot on every planet is a lab and there's still CGs to spare for more pops researching through Utopian Abundance? I don't know that such a point exists. I'd expect it would require something fairly ridiculous like 20+ repeatable techs to improve resource production to feed that. If that's the only situation in which Utopian Abundance is a valid choice then it shouldn't be in the game IMO. UA is clearly poised as a perk of Egalitarian societies since it's on the race creation screen, so I'd expect it to be useful in some more reasonable situations.
 

AlanC9

Field Marshal
16 Badges
Mar 15, 2001
5.081
320
Visit site
  • Hearts of Iron III
  • 500k Club
  • Europa Universalis III: Collection
  • Pillars of Eternity
  • Stellaris
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis III
  • Divine Wind
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Majesty 2 Collection
  • Semper Fi
  • Magicka 2
But remember, Egalitarian is for lazy players who don't want to waste their time moving unemployed pops to planets where they could free up another building slot. It's about satisficing, not perfect efficiency.

Edit: A lot of players are going to have political goals which won't have been satisfied by the time running UA looks like a good idea. Being able to run UA and never think about employment again is a reward for getting your economy to that point.
 
Last edited:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.655
20.097
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
You may have potentially forgotten to take into account deviancy as well.

This is where things get weird.

My slaving empires need precinct houses and Psi Corps sometimes to keep crime down, but many of my egalitarian empires never need any of those buildings unless a crime megacorp is giving me a headache. It's easy to keep happiness high enough (and have enforcers just from the capital) to keep crime minimal.

But the gestalt empires will need at least one, possibly more than one, deviancy building on every damn planet. It's like the gestalt minds are worse at getting populations to cooperate than free will empires. :confused: