Cyborgs and the Machine World trap

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Madbadger

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I've played Driven Assimilators for a long time. I never considered taking the Machine Worlds perk before 2.2, since the Neuro-Electric Amplifier building meant the cyborgs were better at minerals and energy, but the production penalty they would take from low habitability would eliminate it, so Gaia worlds were better, and cost the same. With the Amplifier gone and the habitability changes in 2.2 I decided to try it, since the tooltip for the Machine Worlds perk said they are "uninhabitable for most organics."

"Most", not "all".

If you're going to use a special mechanic to kill the only organic beings that might plausibly live on a Machine World (Cyborgs with a net total of +40% to habitability) then WARN ABOUT IT. Don't say "most" when you mean "all". They still had 40% habitability (I could verify it by the upkeep and amenites use, which were both 60% higher than normal, same as on a Tomb World) but they went from growing at the usual rate to declining by 5 a month, ignoring habitability entirely. Now I have an ironman game into which I have invested a considerable amount of time that is messed up, because I put a lot of resources into terraforming worlds partly full of cyborgs into machine worlds.

If I'd known about this I'd have picked the Gaia world perk instead--the production bonus is the same now (+10%) and the only benefit is 10% less housing and free choice of districts, which I considered important because the Gaia world terraforming is still bugged and destroys some deposits.

So, please get rid of that misleading "Most" on the tooltip if you're going to allow DAs to take the Machine World perk at all.
 

Avil

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Why not just use machine world with just robots alone? No one forces player to put bios there. You could still reap benefits of machine world.
He would do just that, if he understood exactly what machine worlds do. Description wasn't helpful in doing it.
 
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