I didn't really put much stock in machine empires being weak but...

  • 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.

Black_Shade

General
90 Badges
Jun 11, 2004
2.251
4.364
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Cities in Motion 2
  • 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: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Ancient Space
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • King Arthur II
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
Those trade lanes also bring pirates, which means fortress starbases set up for pirate suppression. Also note that optimal placement for pirate suppression probably doesn't line up with optimal placement for empire defense. Relying on trade income also gives you an Achilles heel, since occupying the trade lane cuts off trade. Meanwhile, the gestalt empires can afford to allocate more starbases to anchorages.

Yeah you do need to allocate a few starbases to fortresses in worthless locations to supress pirates. But you still are far, far ahead of ME on starbase efficiency, because a single trade starbase is worth 4+ solar panel starbases. Also, ME cannot afford to waste even a single star base on anchorages, there are just no energy credits to spare. Everything must be solar panels, or it's bankruptcy. I don't even build defenses on my border starbases, it's all solar panels everywhere and you're still struggling to make ends meet. The economy for ME is just borked.
 

sterrius

Field Marshal
104 Badges
Jan 18, 2009
2.671
5.749
  • Cities in Motion
  • Sword of the Stars II
  • Victoria 2
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Warlock 2: The Exiled
  • Divine Wind
  • Europa Universalis III Complete
  • Dungeonland
  • Crusader Kings II
  • Darkest Hour
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • BATTLETECH
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Surviving Mars: First Colony Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
My recomendation for machine empires. Super quick 10-20 years start game guide.

tradition -> prosperity, synch and domination have powers that either reduce robot upkeep or increase energy production. Go straight for them. 9 lvs and you have everything and its a huge boost.

50% POPs need to be on energy all the time. After some tech you can think about reducing this but at the start you have no such liberty.

Physics focus either energy tech or the cheapest one to hunt that tech. Generator + Field modulator is bread and butter as they give a 25% increase in energy production.

food production is 4 Jobs (24 food) for 15 energy = 3.75 energy/POP. Early game its a safe choice only if you're not getting buffs for energy production. As soon energy production reach 4 per POP food becomes a secondary source. Specially when you start to stack traditions and upkeep bonuses.


Amenities -> Close to 0 even a little negative if possible. Just stays above 50 stability and only worry about stability after you planet reach 100-150 POP´s.

Alloys -> Early game you can build 2 alloy factorys but keep at most 4 POp´s on it instead of 6. You can freely move pops from ADm / menial work jobs so use it to your advantage. When low on alloys you can move 2 pops there to boost production, after fixing the problem you go back.

Remember each POP making alloys is a pop not making energy. Eventually you will have enough POPs to keep 6 there all the time.
 
Last edited:

Black_Shade

General
90 Badges
Jun 11, 2004
2.251
4.364
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Cities in Motion 2
  • 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: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Ancient Space
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • King Arthur II
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
My recomendation for machine empires. Super quick 10-20 years start game guide.

tradition -> prosperity, synch and domination have powers that either reduce robot upkeep or increase energy production. Go straight for them. 9 lvs and you have everything and its a huge boost.

50% POPs need to be on energy all the time. After some tech you can think about reducing this but at the start you have no such liberty.

Physics focus either energy tech or the cheapest one to hunt that tech. Generator + Field modulator is bread and butter as they give a 25% increase in energy production.

food production is 4 Jobs (24 food) for 15 energy = 3.75 energy/POP. Early game its a safe choice only if you're not getting buffs for energy production. As soon energy production reach 4 per POP food becomes a secondary source. Specially when you start to stack traditions and upkeep bonuses.


Amenities -> Close to 0 even a little negative if possible. Just stays above 50 stability and only worry about stability after you planet reach 100-150 POP´s.

Alloys -> Early game you can build 2 alloy factorys but keep at most 4 POp´s on it instead of 6. You can freely move pops from ADm / menial work jobs so use it to your advantage. When low on alloys you can move 2 pops there to boost production, after fixing the problem you go back.

Remember each POP making alloys is a pop not making energy. Eventually you will have enough POPs to keep 6 there all the time.

Do you not see how terrible this is compared to organic empires, though? Organic empires never have to do this kind of management and restricting themselves to only using half their planets building slots. The administrative penalty hits you hard by doing this strategy, as your spamming districts but not using any build slots. Organics can use every build slot available to them and will double your research/alloy/unity output for the same administrative cost and will be able to stop you into the ground by midgame.
 

Jamey

Field Marshal
106 Badges
Sep 9, 2009
3.437
3.383
  • 500k Club
  • BATTLETECH - Backer
unknown.png


oh boy, I'm barely getting any energy production from my largest generator producing planet.

Year 2268
i looked at my production
I have 250.17 energy produced from jobs
-56.7 from districts
-50.7 from jobs
-106 from pops

Frankly, this is just unsustainable if energy plants can't barely support them selves.

going to see about editing my files to remove upkeep on energy districts.
13 unemployed jobs, probably most of them in energy production because of job prioritization.

Rather than being an example of a problem with machine empires (and there are definitely problems there), this shows a problem with a massively overbuilt planet.
 

Black_Shade

General
90 Badges
Jun 11, 2004
2.251
4.364
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Victoria 2
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Cities in Motion 2
  • 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: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Ancient Space
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • King Arthur II
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
We're both wrong. It's actually 0 trade for Trade Hubs, +2 for each with Offworld Trading Company. So a starbase could produce 12 energy for normal races. However, trade modules cost 1 energy apeice, and starbases 1 per upgrade level. So a fully upgraded starbase for Gestalts produces 18 -4 = 14 energy and for a normal race 12 - 4 - 6 = 2 energy.

As for producing trade on planets, that requires actual investment which usually isn't efficient.

Thanks for correcting the math on the default starbase! But it's not just trade on planets, the starbases will collect all trade for all hyperlanes within 6 jumps. Usually thats another 20-30 trade from sectors per starbase, so investment/pop free.

And if you get lucky with the sector resources you might have a couple that bring in +50 trade, in addition to any planets, which can push you up over +100.

The main thing that makes it so good is the extreme range you get, 6 lanes in any direction means you only need 2-3 starbases to cover your whole empire until the midgame, and each of those will gather an insane amount of trade. This frees up most of your starbase slots for things like anchorages, which machine empires don't have to spare given that they will use all of theirs on solar panels.
 

SirL

Sergeant
66 Badges
Jan 29, 2015
81
13
  • Imperator: Rome
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Hearts of Iron IV: No Step Back
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Res Publica
  • Victoria 2: A House Divided
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Stellaris
  • Victoria 2
  • Stellaris - Path to Destruction bundle
  • Magicka
  • 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
My advice is to not produce energy, but ... food. In current game mechanics it is better to produce food as machines and sell it for energy creds or build bio-reactors. I did some tests
 

wundergoat

Captain
32 Badges
Sep 27, 2017
386
340
  • Cities: Skylines - Natural Disasters
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH: Heavy Metal
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
So, I'll admit that I had been theorycrafting and had not tried my bots in 2.2, so I fired up a game. Relevant traits are luxurious (+10% pop cost), durable (-10% upkeep), bulky (+10% housing) and rapid replicator civic (+20% growth). Here are my obeservations:

Off the start, big issue that is gonna hose new ME players: you have 4 excess maintenance bots. Part of this is that you have the maintenance drone building for +3 jobs, part is that your capital building has +2 jobs plus coordinators. The extra stability is nice, but these guys are much better off making energy and minerals. Build those extra districts and restrict down 2 maint jobs or delete the maintenance building for now. You won't need it for a while.

Initial energy production is not bad (+9), so I split the districts 50/50 to accelerate mining station construction.

Another great starting bonus: you start with 300 energy instead of 100 like other empires. This means you can start building a science ship off the start and staff it as soon as it completes. Other empires need to build up 100 extra EC first, which results in a MUCH slower 2nd explorer.

I opened with the exploration traditions with the aim to fast expand and get additional population production going. The sci vessels had found a few good, close candidates and two construction ships were getting claims in place. 2nd alloy factory was built to avoid an alloy bottleneck. A pair of colonies were built around 2207-2208.

Upon completion, I got a nasty surprise: despite having the tradition for a 2nd colonist, each colony only started with 1 bot. Darn, will just have to deal with this bug.

Then another annoyance that will really hurt people who don't know what is going on: the ME starter building gives a bunch of extra jobs that are initially useless. Whereas a normal empire starts with 2 colonist slots out of the starting building, meaning you only lose 2 pops as rulers, MEs get 4 jobs out of their building: 1 replicator, 1 coordinator, 1 hunter-seeker (enforcer), and 1 maintenance bot. Only being at 1 replicator is super rough, since it means you only have 1 pop growth baseline instead of 3 like all other empires. It is extra sucky because your 1/3rd pop growth will naturally want to fill out 3 non-productive jobs before actually producing anything.

Next step - ship over 4 bots, build a production district and bot factory, and disable the maint bot and hunter-seeker on each colony. Now each colony is producing new bots at a 2/3rd rate and energy positive. They'll keep building up as energy and mineral plants from here.

The double colony play was rough to start due to losing so many energy and mineral workers on the homeworld, so I had to disable mineral production. I didn't realize that I could instead disable alloy and freely demote the drones, because that would have been better.

By 2021 I'm establishing my 3rd colony. I've got the excess energy to spend 1000 on the growth edict, so my two initial colonies are growing at greater than 3/month. Expansion tree is done so I'm still under admin cap.



Final summary:
1) Initial empire capital setup is not good, with 4 pops and a building (and their upkeeps!) wasted to make 20 excess amenities. This is easily fixed by disabling jobs and adding production districts.
2) Starting with 200 extra energy felt big. Your second science vessel enters service quite a bit in front of other empires, just 2 months into the game.
3) Bot colony starter building has a lot of jobs on it that are not needed off the start. They are not useless jobs, they just are not jobs you want your first colonists to be doing.
4) Being able to freely swap between complex and menial bots is HUGE. Normal empires need to commit to additional specialist pops, but as an ME you can optimize your pop output as needed.
5) Job management feels optional with normal empires but makes a major difference with MEs. These are definitely not as newbie friendly as they were pre-2.2
 

wundergoat

Captain
32 Badges
Sep 27, 2017
386
340
  • Cities: Skylines - Natural Disasters
  • Stellaris: Lithoids
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH: Heavy Metal
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
  • Stellaris
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
Oh, and resettling to colonies is nearly mandatory. Getting to 5 pops to build the factory building doubles initial pop growth. Later on, getting to 10 pops to upgrade the planet capital adds 50% to that growth rate. It is almost an exponential curve and resettlement lets you jump past the flat part of the curve to the good part.
 

Dmitrius

Colonel
60 Badges
Apr 17, 2016
994
56
  • Cities: Skylines - Parklife Pre-Order
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Galaxy Edition
  • Stellaris: Federations
  • Europa Universalis IV
  • Stellaris: Necroids
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Common Sense
  • Stellaris: Lithoids
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Shadowrun: Hong Kong
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Wealth of Nations
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
There really should be a bio reactor tech available for machinists to produce energy at the cost of food.

Actually I assumed there was one....

Edit: sorry not thinking clearly. What I meant was a bioreactor district.
 
Last edited:

Devanor

Professional casual gamer
52 Badges
Jun 24, 2017
1.903
882
  • Europa Universalis IV: Golden Century
  • Surviving Mars
  • Stellaris: Nemesis
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Crusader Kings II
  • Imperator: Rome
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • A Game of Dwarves
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Impire
  • Magicka
  • Majesty 2
  • Europa Universalis IV: Res Publica
  • Sword of the Stars
if Clerks and MAintance jobs became the least priority job (Instead of top priority)

Isn't Clerk already lowest priority? Or is that in the beta? Because as soon as I get more jobs than pops, Clerk jobs empty first (maintenance drones for gestalts are still high priority)
 

sterrius

Field Marshal
104 Badges
Jan 18, 2009
2.671
5.749
  • Cities in Motion
  • Sword of the Stars II
  • Victoria 2
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Warlock 2: The Exiled
  • Divine Wind
  • Europa Universalis III Complete
  • Dungeonland
  • Crusader Kings II
  • Darkest Hour
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • BATTLETECH
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Surviving Mars: First Colony Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
Do you not see how terrible this is compared to organic empires, though? Organic empires never have to do this kind of management and restricting themselves to only using half their planets building slots. The administrative penalty hits you hard by doing this strategy, as your spamming districts but not using any build slots. Organics can use every build slot available to them and will double your research/alloy/unity output for the same administrative cost and will be able to stop you into the ground by midgame.

i already said on other post that machine empires need a buff. Not going to repeat myself every post.

Like it or not fixing your energy problem early game is how you have to play until its fixed.
 

Riftwalker

Field Marshal
96 Badges
Feb 26, 2016
3.575
33
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Apocalypse
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Magicka
  • Crusader Kings II
  • 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
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Majesty 2 Collection
  • Leviathan: Warships
  • For the Motherland
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Teleglitch: Die More Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
as others have said

1. That's not an energy planets, you got tons of things going on.
2. You didn't manage your pops correctly. You got too many maintenance pops working, Machines don't care about happiness so its wasted on them.
3. Machines run on energy so you not taking into account the energy the pops are consuming on the planet.
4. Planets with high pops don't have high net energy and mineral production because stellaris won't give us those resource buildings. So once you hit the cap of energy jobs, it's all down hill if you keep the planet growing. 12 districts times 2 plus maybe 4 for nexus (I forgot what upgraded gives). That's only 14 energy jobs and that planet has 60+ pops

wow, so like all of this is wrong, i mean the planet even has 26 tech-drones (generator jobs)

I'm currently at 59 energy on that planet, with capacitor edict. robot amenities create stability, which boosts pop resource production and it prevents deviancy. Yes, this is pretty much my only planet that's giving me a decent energy income. most planets have 3-4 only energy districts and are running at about -10, their only benefit is slowly making more robots.

unknown.png


unknown.png


THIS IS WITH CAPACITOR OVERLOAD.
 

Riftwalker

Field Marshal
96 Badges
Feb 26, 2016
3.575
33
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Apocalypse
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Magicka
  • Crusader Kings II
  • 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
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Majesty 2 Collection
  • Leviathan: Warships
  • For the Motherland
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Teleglitch: Die More Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
2-> Prosperity tree (Must be first pick for machine empires). Gives a Energy adm job and 5% bonus.

no it makes a coordinator jobs that turns energy into unity and society research for every 20 pops....

also, you're gaining minerals, but have no mining jobs...

in fact i'm beating you
unknown.png


my empire is barely positive with ~35% of my pops on generator jobs...

edit: looking at it, you have an empire size of 35.... I'm sorry, but i'm actually fielding leaders and fielding a navy that i'm using in wars. my empire size is now 252 from the land i've eaten up from other empires.

I started this run hoping to focus down tech, but found out I 'can't reliably make a research world without tanking my energy production.
 

Riftwalker

Field Marshal
96 Badges
Feb 26, 2016
3.575
33
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Apocalypse
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Charlemagne
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Knights of Honor
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Magicka
  • Crusader Kings II
  • 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
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Majesty 2 Collection
  • Leviathan: Warships
  • For the Motherland
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Teleglitch: Die More Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Warlock: Master of the Arcane
  • Europa Universalis IV
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
Your example world is not a good representative example. It is not a generator world, it is a developed world that happens to have a lot of generators. With how much other stuff you have on this planet, I would expect it to be consuming boatloads of energy. That is assuming that all the technician jobs are filled.


Not saying that robots couldn't use some tuning.

30% is my entire empire. i'm well beyond just that planet, it's my example of what my best generator world was at 2068, colonies simply don't go positive for a while, even with only energy districts.

comparably my orgainic empire was spamming a pop growth decision all over the place by then with only 1-2 agri worlds.
 

sterrius

Field Marshal
104 Badges
Jan 18, 2009
2.671
5.749
  • Cities in Motion
  • Sword of the Stars II
  • Victoria 2
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Warlock 2: The Exiled
  • Divine Wind
  • Europa Universalis III Complete
  • Dungeonland
  • Crusader Kings II
  • Darkest Hour
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • BATTLETECH
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Surviving Mars: First Colony Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
no it makes a coordinator jobs that turns energy into unity and society research for every 20 pops....

also, you're gaining minerals, but have no mining jobs...

in fact i'm beating you
unknown.png


my empire is barely positive with ~35% of my pops on generator jobs...

edit: looking at it, you have an empire size of 35.... I'm sorry, but i'm actually fielding leaders and fielding a navy that i'm using in wars. my empire size is now 252 from the land i've eaten up from other empires.

I started this run hoping to focus down tech, but found out I 'can't reliably make a research world without tanking my energy production.

1-> Planet production don´t care if you have 1 ship or 1000, or if im using 1 or 100 leaders. Only POP and Districts upkeep are calculated there. Reason i don´t need to growth a empire and run for 100 years to show how to make a energy planet. ( Just fast foward until i got the researchs, at 2x cost as i don´t bothered to change my galaxy setup).

Also reason im showing planet production and not Empire production.

2-> I nerfed myself on purpose not taking traits and civis that would have helped my energy prodution, i could also have used Menial Work policy for +20% just for show, but whats the point using things you might not have or can´t use? Every bonus i used there you can have every game no matter your empire configuration.

3-> You are talking about the JOB you get after completing prosperity . Im talking about 1 choice you can make inside the Prosperity Tree. That option of +5% energy only need 3 points to reach, no need to complete the tree.

4-> its the capital planet. Thats why i have 30 minerals / 30 energy for free. Also influence, unity and research. CApital planets are incredible like that :).

Your planet on page 1 was also the capital planet. So your real energy surplus there is +4 not 34.
 
Last edited:

Andy_Dandy

General
57 Badges
Jan 20, 2007
2.281
530
  • Age of Wonders III
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome Sign Up
  • Stellaris: Nemesis
  • Europa Universalis: Rome
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Hearts of Iron II: Armageddon
  • Rome Gold
  • Sword of the Stars
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis: Rome Collectors Edition
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
That seems like your issue here TBH. My first 'game over' in 2.2 came from building too many buildings, without realizing that this caused my worker pops to promote out of base resource production and into Specialist jobs. This in turn crashed my minerals & food production, and everything else followed soon after. You're almost certainly in a similar position, with 13 unworked generator jobs.

Yeah, your bio-empire will easely lack alot of food as well under simular circumstances.
 

Leylos

Captain
17 Badges
Jan 12, 2018
347
478
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars Pre-Order
This is one of those things that a lot of people are still getting used to with 2.2.

Don't overdevelop your planets, especially raw resource production planets.

You play a machine empire, so just halt robot assembly on that planet, move some robots elsewhere and destroy some of those useless buildings it has.
 

ShoGuL

Field Marshal
101 Badges
Dec 2, 2005
2.805
2.402
  • Sword of the Stars
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Hearts of Iron III: Their Finest Hour
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • 200k Club
  • 500k Club
  • Cities: Skylines
  • Stellaris: Nemesis
  • Deus Vult
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • 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
  • Darkest Hour
  • Arsenal of Democracy
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
wow, so like all of this is wrong, i mean the planet even has 26 tech-drones (generator jobs)

I'm currently at 59 energy on that planet, with capacitor edict. robot amenities create stability, which boosts pop resource production and it prevents deviancy. Yes, this is pretty much my only planet that's giving me a decent energy income. most planets have 3-4 only energy districts and are running at about -10, their only benefit is slowly making more robots.

unknown.png


unknown.png


THIS IS WITH CAPACITOR OVERLOAD.

You can move 3 maintenance bots to energy for literally +21 completely free energy...
 

sterrius

Field Marshal
104 Badges
Jan 18, 2009
2.671
5.749
  • Cities in Motion
  • Sword of the Stars II
  • Victoria 2
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Heir to the Throne
  • Warlock 2: The Exiled
  • Divine Wind
  • Europa Universalis III Complete
  • Dungeonland
  • Crusader Kings II
  • Darkest Hour
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Crusader Kings II: Conclave
  • The Showdown Effect
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Colonel
  • Pillars of Eternity
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • 500k Club
  • Stellaris
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Stellaris: Digital Anniversary Edition
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Rights of Man
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Cadet
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV
  • BATTLETECH
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Surviving Mars: First Colony Edition
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
You can move 3 maintenance bots to energy for literally +21 completely free energy...

i would say he can move 4 . A little negative on stability will not hurt his energy and minerals production that much as long the penalty is small and he keep adding POP´s there.

and that if stability actually goes below 50. Any bonus to stability will allow him to go negative amenities and keep the POP´s working.