Citizen synths migration question?

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Weserübung

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What is up with full citizen synths not being able to migrate on their own?!


It is my first "flesh is weak" path. What am I missing here? Thanks.


I like my pops and economy running mostly hands off on their momentum after midgame and now found that I cannot set mechanical pop's rights to free migration. It seems I have to resettle them all manually, super annoying especially considering how fast they are build. I have utopian abundance but they are going over the housing capacity now which does affect stability. I got two ringworlds for them to go on but I do not want to turn this into a clickfest shuffeling them there.
 

Mastikator

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Robots of any kind never ever migrate under any circumstance, the only exception being: if you have Greater than Ourselves edict running (they'll migrate old fashion style)

It's a game mechanical limitation of how the migration and population growth numbers are combined, since migration is added to organic growth synths literally can't migrate.

Besides Greater Than Ourselves there's a mod for auto migration/resettlement, it hasn't been updated though so I can't say that it won't break your game. Those are your options
 
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Weserübung

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Thanks for the info. Yeah I kinda figured.

Greater than ourselves is greyed out if I remember correctly if one only has mechanical pops. I activated it after taking over a planet with organics but after assimilation I no longer had the option.

Could I disable all roboticist jobs though to have them stop building on a planet? Will they ever stop building like organics stop growing after housing/stability is overmatched enough?
 

Cry_Havok

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Thanks for the info. Yeah I kinda figured.

Greater than ourselves is greyed out if I remember correctly if one only has mechanical pops. I activated it after taking over a planet with organics but after assimilation I no longer had the option.

Could I disable all roboticist jobs though to have them stop building on a planet? Will they ever stop building like organics stop growing after housing/stability is overmatched enough?

The only way to get robots to stop reproducing is fire all jobs that make robots. Fortunately, robots don't get angry for you doing this
 

Franton

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Could I disable all roboticist jobs though to have them stop building on a planet?
Yup, if you disable all roboticist jobs, your assembly will stop.

In my current game I'm starting to run into trouble providing jobs (at 10K pops), so I buldozed all Robot assemblies, which had the nice additional effect of providing another building slot. I also switched to a template without the Mass-produced trait, giving me another trait slot to use. I do let the remaining roboticists do their work and resettle all new pops manually: those new Ring Worlds require an insane amount of pops to fill! ;)
 

Weserübung

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That was my way to go too. Replacing the robot factories with other buildings and set up ring worlds to take the spillover pops. To keep up with the demand of consumer goods you need soooo many minerals and the respective rare resources. I started to build mining and refining habitats to get more out of the available resource sources. Once my Dyson Sphere is up I can change trade laws to produce mineral free consumer goods out of trade value too. And if that is not enough I can gear for civilian economy as well.

At least I do not have to worry about food :)
 
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Ghost in the rose

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Robots of any kind never ever migrate under any circumstance, the only exception being: if you have Greater than Ourselves edict running (they'll migrate old fashion style)

It's a game mechanical limitation of how the migration and population growth numbers are combined, since migration is added to organic growth synths literally can't migrate.

Besides Greater Than Ourselves there's a mod for auto migration/resettlement, it hasn't been updated though so I can't say that it won't break your game. Those are your options
This is actually incorrect. Even with greater than ourselves enabled synthetic pops do not migrate to other planets. Logically they should be able to, and even fully synthetic pops themselves should naturally be able to migrate, but here we are.
 

mrt1212

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Yup, if you disable all roboticist jobs, your assembly will stop.

In my current game I'm starting to run into trouble providing jobs (at 10K pops), so I buldozed all Robot assemblies, which had the nice additional effect of providing another building slot. I also switched to a template without the Mass-produced trait, giving me another trait slot to use. I do let the remaining roboticists do their work and resettle all new pops manually: those new Ring Worlds require an insane amount of pops to fill! ;)

I turned mine into Commercial Megaplexes when I had more than enough Robots and not enough jobs.
 

Fox McCloud

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This is actually incorrect. Even with greater than ourselves enabled synthetic pops do not migrate to other planets. Logically they should be able to, and even fully synthetic pops themselves should naturally be able to migrate, but here we are.


Synth pops absolutely migrate under "Greater than Ourselves".

The code is just invoking "resettle_pop" on unemployed pops. This proc doesn't care about what type of pop it is--it just forcibly resettles them if the conditions are correct.

The real problem with "Greater than Ourselves" is that, on average, it'll only move 6 pops a year---and the event only begins firing when it's detected unemployed pops---so there's considerably lag time there, as well.

So answer the OP's question; Synthetics just can't migrate because of how the system is designed. There's not really a good reason for it. Hypothetically, there could be a system (and it adds to production speed instead of growth speed), but it's going to be quirky, to say the least.

The only way to "migrate" pops is resettle them or have "Greater than Ourselves" active---which is also really just resettling without a cost.
 

Badesumofu

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Synth pops absolutely migrate under "Greater than Ourselves".

They resettle. For the sake of clarity it's worth pointing out that Greater than Ourselves does not interact with Migration at all. It enables automatic Resettlement which is a completely separate mechanic. Synths never Migrate under any circumstances, ever. By saying they "migrate" you create confusion despite the fact that "migrate" is an accurate description of what is occurring, because there is a separate game mechanic called Migration.

If you want to stop Synths assembling, then disable your roboticist jobs.

If you go Synthetic Ascension you should still keep organic pops around, generally. Having organics growing doesn't reduce your robot assembly rate and chances are you've got food to spare.