Anyone else sad? 1.4 No longer possible to build robots on planets belonging to sectors.

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I am Sovereign

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1.4
"No longer possible to build robots on planets belonging to sectors."

Is anyone else sad about this and cant see a logical reason behind this change?

Sector AI is not able to build robots properly or reliable!
The micromanagment now is unbearable. Every time you want to build a robot you have to put the planet out of the sector and back in? Also If you play with ironman mod to get all the new achievments you cant even use a mod to remove the influence cost.


I liked to play materialist and play arround robots loving all the lore about Cylons,Geth,Skynet,Reapers,The Matrix,iRobot and whatever.

Now I feel like being forced to abandon robots/droids/synths.
I am wondering if maybe there are more people like me.
Just hoping that the Devs are man enough to see that this was maybe not the best decision and bring this function back or atleast explain why they took this away from us.
 
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PAnZuRiEL

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It probably means that you're supposed to leave robot building to the sectors themselves, like all other kinds of building. I didn't even know you could manually build robots in sectors.
 
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I am Sovereign

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It probably means that you're supposed to leave robot building to the sectors themselves, like all other kinds of building. I didn't even know you could manually build robots in sectors.

Sector AI is not able to properly or reliable build robots.
Thats a fact we all know that the sectors have their problems.

Also building robots needs also in addition some planning if you want for example have a 50% bio 50% synth empire. You were able to "reserve" planet slots for robots by building them in advance.
Have fun with the amount of micromanaging achieving such an empire goal now.

Also by just relaying on the Sector AI and also by not being able to purge within sectors everyone who wants now to play a 100% synthethic playthrough is practicaly not able to do so anymore.

A fully Snythethic empire was a pretty nice role playing gamestyle.
Now its dead and gone. You can search it and maybe find it deep in the fires of the micromanaging hell.
 
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Zelius

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May I suggest to you, that you wait for the mod in question to be updated? Unless it's now hardcoded and impossible to manually build robots on any planets with any mod.
 

I am Sovereign

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Its just unexplainable that something is taken from the players and then called a "feature" in the patch notes.

Leave anything to the sectors.
As sectors are that great and never had any flaws ever.
Of course...

I wouldnt mind it as much if sectors would actually work as intended. But at the current stage of the game and the sector AI, this was just a circimcision of the players freedoms.

An unnecassry flaw of a good patch.
 
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TheDeadlyShoe

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Well for one thing building robots manually it was probably confusing the sector AI.
 
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I am Sovereign

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Well for one thing building robots manually it was probably confusing the sector AI.

We can just come up with "maybes" and "probablys" because the Devs didnt tell (it was asked several times by many other people in the official 1.4 thread)


Maybe I should have named this thread differently as I am more sad then upset about it.
 
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cosmeIII

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I still defend that the players must have an ability to build whatever they want in a sector. If only to correct the AI's mistakes. "Locking" particular buildings and pops (if repoping is allowed) can also be very important. Sectors should be a tool to help reduce microing, not remove it entirely, as the second option leaves everything up to the AI, who doesn't exactly know what the player want, even if given generic and broad directives.

If someone wants to leave the sectors entirely to AI, then go ahead. But a middle ground should be allowed.
 
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KevinGM

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What's the point of having sector if you can build whatever you want in them ? And the fact that you can build robot pop in sector was, imo, more like a bug than a "feature".
 
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stavern

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Personally i was a bit annoyed by this change. I dont want my robot population to be to big so always played with one or two robots on each planet and no more than 10% of total population. Now turn off and on sectors building robots and try not to cry when there are 7 robots on a planet....
 
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Squiffy Mcwhithers

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I also am irritated by this change. I was using the belt mod and sticking synths on space rocks but now that's getting a bit irritating. Shame really, but hey ho.

Anyone up for making a mod to "fix" this feature?
 
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Everstill

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This is ridiculous. IThe game became WORSE removing the ability to enslave, purgue and even build robots.

I simply can't play a xeno purguer anymore, everything is so difficult to do. There is no reason you can't do this things in the sector.

What's the point of having sector if you can build whatever you want in them ? And the fact that you can build robot pop in sector was, imo, more like a bug than a "feature".

So you can build what matters to you and let the AI do the rest? Like filling with power plants and upgrading everything.
 
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Pavane

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I only discovered last week that I could build robots on sector planets. It was unexpected because it was something the sector governor should decide. I shed no tears with the loss.
 
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KernelD

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The problem with sectors is that they inherently remove player agency. What was once your choice is no longer your choice. If it had never been in your control it wouldn't be a problem, but we can see what we would *like* to have done, and can also see it quite plainly not being done in numerous instances. This is very frustrating and will continue to be so unless the sector AI gets hooked up to skynet or something as even the best existing AI cannot possibly anticipate all the patterns of usage for planets and population, nor can it even anticipate the easily communicated uses. For example, I'd never expect the AI to understand the order "purge organics 2-3 at a time, replacing them with synthetics". And yet, that would be a perfectly reasonable standing order to give to the supposed governor of the sector.

It is my opinion that a planet being or not being in a sector should never change what a player is allowed to do with it. However, it is still perfectly acceptable that the sectors continue to represent the difficulty of running a large empire. As such, in addition to the standard loss that comes from taxes maxing out at 75%, any direct building done on a planet that is still in a sector can have a cost increase of ~20-25% to represent that inefficiency. Purging, relocating, enslavement/emancipation, and resettling should simply function as normal, or perhaps have a tiny additional influence cost per pop (e.g. 1 per pop).

In other words: Don't tell us "no", tell us "yes, but it'll cost a bit more".
 
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Crissa

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To me it seems dumb I can't build robots - but I can import them.

And it seems dumb to have that feature locked off while the AI isn't able to do it predictably.
 
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KevinGM

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Personnally, even if yes, the AI sector was horrible, and is still quite bad actually, i've never felt that this was a really bad thing. Maybe because i've always seen this from a RP point of view. Like "Yes. My empire is fucking huge. It's seem plausible to me that i can't centralize everything, and need to delegue my power to other director. Even if they are clearly inferior to me in term of gestion."
 
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I am Sovereign

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What's the point of having sector if you can build whatever you want in them ?

Whats the point of having a sector if it is screwing everything up since 1.0?

Personnally, even if yes, the AI sector was horrible, and is still quite bad actually, i've never felt that this was a really bad thing. Maybe because i've always seen this from a RP point of view. Like "Yes. My empire is ****ing huge. It's seem plausible to me that i can't centralize everything, and need to delegue my power to other director. Even if they are clearly inferior to me in term of gestion."
Sry but I cant use my own "roleplaying" or "fantasy" to explain or justify the lackluster work on the sector AI.
 
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