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

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Surimi

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So, the thing about ME is that once you conquer a single organic planet or invade a primitive civilisation or gain access to the slave market you have discovered the solution to all your energy needs (combined with a form of fusion, of course).

Of course, this isn't really a solution to the gameplay problems of ME (especially since hive minds can do the same thing and ultimately can do it better) it's more of a workaround for their immediate weaknesses. It represents a specific playstyle and one which effectively locks you out of a lot of diplomatic interaction with other empires due to the xenophage malus. Long term, machine empires need to be able to at least do something better than hive minds, because right now there really isn't anything.
 

Red-XIII

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Out of 240 organic pops:
46 would be working to provide food and cover the EC costs of it. 40 on food 6 on generators. Takes 23 districts.
60 would be working to provide Consumer goods for them and cover mineral and EC costs of that production. That's assuming .5 goods per pop. (20 artisans, 30 miners, 10 techs) takes 20 districts and 15 T1 buildings.
And then there's amenities and houses. But those are a pain in the ass to calculate. If you'd be covering the whole 240 amenities with entertainers that'd be 43 job (including ALL the extra CG mineral and ec production to cover it), but with admins, clerks and whatnot in the mix you never know the exact numbers. And then there are different governments and special buildings to consider. Some will have temples some will have executives instead of admins,,, it's incalculable. However AFAIK the only kind of source that gives more than 10 amenities per jobs is the kind of source that doesn't take a job in the first place. So it's not likely to take less than 43 jobs out of 240.

In total that's about 149 out of 240 people working "support" while the other 91 handle things like science, extra CGs for science, extra minerals for CGs, extra ECs for mainteenance cost of those jobs, alloys, extra minerals for those alloys, extra EC for those jobs, and then extra ECs and Minerals for "spending money", oh and some unity and the costs of that...

The above calculations don't account for any production bonuses, and they also don't account for any upkeep penalties. Normally upkeep in food, amens, and CG would be 1.2 times as much in early game because surprisingly organics don't have 100% habitability right off the bat even on their native planet types.

The point of all that is - if you think organics don't have maintenance costs, think again.

Now, full disclaimer - I haven't tried MEs myself yet. But I'm getting sick of all the one-sided arguing that's going on.
IF you listen to that you you'd think MEs don't have 100% habitability advantage or immortal leaders, or that organics can grow on new colonies strait at +3 right off the bat.

Anyway, despite not having played as ME myself I've got a friend who I play in MP with, and untill just recently he's been playing MEs. Never seen him lag much behind either me or my other friends. From what I've seen it's "same difference" - sometimes he's ahead sometimes he's behind more or less the usual behaviour for such games with all the countless conditions that can affect them. And recently he took organics. IMHO he's actually doing a bit worse from that, but that could just be from the fact that he's not used to them.

He complains about them too, sure (and who doesn't complain about his lot?), but his end results are not showing any weakness behind MEs.
 
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Black_Shade

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The point of all that is - if you think organics don't have maintenance costs, think again.

Now, full disclaimer - I haven't tried MEs myself yet. But I'm getting sick of all the one-sided arguing that's going on.
IF you listen to that you you'd think MEs don't have 100% habitability advantage or immortal leaders, or that organics can grow on new colonies strait at +3 right off the bat.

Anyway, despite not having played as ME myself I've got a friend who I play in MP with, and untill just recently he's been playing MEs. Never seen him lag much behind either me or my other friends. From what I've seen it's "same difference" - sometimes he's ahead sometimes he's behind more or less the usual behaviour for such games with all the countless conditions that can affect them. And recently he took organics. IMHO he's actually doing a bit worse from that, but that could just be from the fact that he's not used to them.

He complains about them too, sure (and who doesn't complain about his lot?), but his end results are not showing any weakness behind MEs.

So, no one said organics don't have maintenance costs, but they are still significantly less than ME. You forgot some very important things in doing your math: The most important thing you forgot though, is trade. You can go through and remove almost all of your energy upkeep and district requirements from your math and add them to spare pops because of trade. And if you switch it to consumer goods production, more than half of your pops assigned to that can be moved elsewhere. To top it off, the mineral/consumer good production ratio is the same ratio as the energy production/upkeep ratio for ME. However, the organic food production line is significantly more effective than the ME energy production line, so you're going to be spending 50-70% more pops on that for ME than for organics. If ME had trade, it might be a closer balance. But they don't, so it's not even close.

And the advantages you listed aren't really advantages- as an organic, your leaders are only going to die at most once, because as the game goes on they will also become nearly immortal with all the +life boosts. Terraforming is also an early game tech these days, and you can start the process within the first 15 years. Not only that, habitability isn't stopping you anymore. It's just increasing your upkeep costs to about ME levels by colonizing a 20% world. So the ME will have a planet advantage only for the first 10 years, assuming you wait for terraforming, because you aren't going to really colonize in the first 5. And if you don't wait, ME has no advantage at all.

Also, the organics will absolutely hit the +10-12 growth almost right away (+3 lol), if they do the same strategy that the ME is forced to do by resettling 5 or to 10 pops just to prevent abysmal growth. An organic empire doing the same will immediately hit max growth and get to drop down their cloning vat, gene clinic, or spawning pool. If you're not outpacing your friend, it's because you're playing poorly. You have literally every advantage.

It also has nothing to do with "complaining about your lot". I play every kind of empire, I don't restrict myself to only playing ME. I didn't even bother playing DA pre 2.2 because it was so broken overpowered there was no point. But now it's painfully obvious how far behind ME are. The issue is we shelled out money for this DLC and right now it's not worth a penny because the civs are ridiculously weak compared to organics. You should actually try playing them before commenting, TBH.
 
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Red-XIII

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So, no one said organics don't have maintenance costs, but they are still significantly less than ME. You forgot some very important things in doing your math: The most important thing you forgot though, is trade. You can go through and remove almost all of your energy upkeep and district requirements from your math and add them to spare pops because of trade. And if you switch it to consumer goods production, more than half of your pops assigned to that can be moved elsewhere. To top it off, the mineral/consumer good production ratio is the same ratio as the energy production/upkeep ratio for ME. However, the organic food production line is significantly more effective than the ME energy production line, so you're going to be spending 50-70% more pops on that for ME than for organics. If ME had trade, it might be a closer balance. But they don't, so it's not even close.

And the advantages you listed aren't really advantages- as an organic, your leaders are only going to die at most once, because as the game goes on they will also become nearly immortal with all the +life boosts. Terraforming is also an early game tech these days, and you can start the process within the first 15 years. Not only that, habitability isn't stopping you anymore. It's just increasing your upkeep costs to about ME levels by colonizing a 20% world. So the ME will have a planet advantage only for the first 10 years, assuming you wait for terraforming, because you aren't going to really colonize in the first 5. And if you don't wait, ME has no advantage at all.

Also, the organics will absolutely hit the +10-12 growth almost right away (+3 lol), if they do the same strategy that the ME is forced to do by resettling 5 or to 10 pops just to prevent abysmal growth. An organic empire doing the same will immediately hit max growth and get to drop down their cloning vat, gene clinic, or spawning pool. If you're not outpacing your friend, it's because you're playing poorly. You have literally every advantage.

It also has nothing to do with "complaining about your lot". I play every kind of empire, I don't restrict myself to only playing ME. I didn't even bother playing DA pre 2.2 because it was so broken overpowered there was no point. But now it's painfully obvious how far behind ME are. The issue is we shelled out money for this DLC and right now it's not worth a penny because the civs are ridiculously weak compared to organics. You should actually try playing them before commenting, TBH.
Yep, this exact kind of one-sided argument.

1) The fact that I have trade doesn't mean that my buildings don't cost EC.
Yes, it's an advantage, but doesn't change upkeep rates.
It's the same as it's always been with the extra income from mining stations.
The fact that I can get EC else where doesn't change the fact that having to pay 8 EC more would require me to build one more tech district.
Also fun fact - did you know that -.5 EC for +.25 CGs is only a good deal becasue ECs quickly outpace CGs in +x% production bonuses? Initially it's not to the player's advantage numerically. Also not to the player's advantage strategically as free EC are useful in early game and free CGs are not. But whatever, this has nothing to do with the current discussion.

2)I've given my numbers already. You gave none but expect me to take that as a valid argument.
Wiki claims robots take 1 EC per pop instead of organics' 1 food and vairable cg. But that's 2.1 numbers. Are those invalid now?
Because if those are valid you need to divert less population towards paying those EC and amens costs than organics need to divert to paying their food, cg and amens costs.
It's 110 out of 240 vs 159 out of 240.
And again, I'm comparing that to 100 habitability maintenance. Terraform all you want (since when is that free btw?) but you'll still only be getting 100% habitability for organics after getting all 4 techs for +5 habitability.
Even the basic 80% hab-ty world turns those 159 out of 41 into 191 out of 240.

3)Did you actually TRY ignoring habitability as organics? After I listened to someone talking about it I went for it and tried. You get locked into an economy that's struggling to maintain itself. Basically meaning no income up until you can either gene-mod or terraform your empire up to the usual 80%s.
A 50% hab world would basically stagnate and NOT bring in anything that it doesn't take right back for maintenance. Any world with less that 50% would actually be a drain on your resources, so you either pay the drain, or don't grow people there till you can make it habitable.

4) Is wiki wrong in saying that MEs get 3 alloys per 6 mins? Organics get 2 per 6.

5) Base growth for organic is +3 pop per month per planet (+12-10 riiight, show me how to get that +300% growth speed multiplier on a new colony). On new colonies they get a -50% to that. This IS more than what MEs get on new colonies, AND it's easier to counter without resettlement (because for example a total of +20% growth turns it into 2.1 vs 1.2). BUT (see above) organics can't just rely on every planet in their vicinity from early days. Sure you can take them, but it's more likely to hurt you than to help you.

6) By the time I can drop down cloning vats and gene clinics ME will have long ran out of new (natural) planets to colonise. SURE I can drop them on new planets but by that time both MEs and Organics will have so many OLD planets that the growth on new ones is no longer the deciding factor of empire-wide pop growth.

And It's not just me who he's keeping up with but whatever...
I already said that my 1st-hand knowledge of ME's is non existent. Never claimed otherwise.
The reason I commented about this is because I'm not seeing anyone running detailed comparisons.

All you get from that side of the discussion are "look at me momma I can't produce enough EC *shows poorly managed planet*" posts or posts that only list disadvantages of ME and advantages of organics. MAYBE ME's are in need of a buff, I don't know, I haven't played them yet. What I DO know is that neither the way people are talking about it nor the few practical examples I have observed thus far suggest so.

Maybe there's something I'm missing here, and I'm indeed wrong and will change my tune after I get around to playing one myself. But so far... I'm not even remotely convinced that it's as bad as people are trying (and failing, which is the whole point) to make it sound.

If the only argument you can rely on is "play it and see". Than you cause is doomed. Devs played it already, I'm pretty darn sure of that. You'll need to tell THEM, what kind of organic advantages they are not seeing. And like I said you, people, are not doing a good job at that.
 
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Red-XIII

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Why do you continue to insist on this argument if you have no idea how MEs function?
Already answered that. Because I'm not seeing a convincing argument.
Don't know how else to get this across. You are NOT making a convincing argument for your case.
I can bug out, sure, (heck I probably soon will, I've already wasted more time on this then I expected to spend) but my absence will not make your argument any better.
Also It's not that I don't have an idea, it's that my idea is not based on practical experience.
And that'd be a valid point if I was saying that ME's are fine.
But I'm not saying that. What I'm saying is that you are not successfully making it look like they aren't.
 

The Boz

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"MEs get half the growth at twice the required support structure with no net economic benefits."
-"Meh, not a convincing argument."
Top notch work, champ.
 

Nakkivene

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god, why are people still saying it's not a perfect generator world, when it's my capital and 70 years in it produces the most energy out of all my planets. (the run was an attempt at tall play, but it seems almost impossible as a ME)

No, the colony, the fringe planet like I said. 8 extra jobs, 8 extra housing. You're draining, what, 10 energy out of your resources for no reason at all. I don't have an early game screenshot of a decent world right now, but circa 2380 I have a world that outputs 378 energy and it has all of 4 buildings and 1 nexus district. A random refinery world still outputs 48.
 

Ikael

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A couple of synth-unique techs that allows machine energy districts to become more productive, or having lower energy upkeep for machine empires would be a good idea, yes.
 

MeatyThud

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Organics do eat a lot more food due to poor habitability - that should be factored in too. Some planets consume 45% extra food. Machine empires cant use the food districts on planets, but they have access to more planets at 100% habitability to counter this. So expect to colonise more planets than organics early on but not use all the districts until you can make machine worlds. Organics will usually have less planets but they’ll be utilising more of the districts and having to compensate for habitability
 

Black_Shade

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1) The fact that I have trade doesn't mean that my buildings don't cost EC.
Yes, it's an advantage, but doesn't change upkeep rates.
It's the same as it's always been with the extra income from mining stations.
The fact that I can get EC else where doesn't change the fact that having to pay 8 EC more would require me to build one more tech district.
Also fun fact - did you know that -.5 EC for +.25 CGs is only a good deal becasue ECs quickly outpace CGs in +x% production bonuses? Initially it's not to the player's advantage numerically. Also not to the player's advantage strategically as free EC are useful in early game and free CGs are not. But whatever, this has nothing to do with the current discussion.

Um, what? The fact that you can get EC elsewhere for nothing does in fact mean that you don't have to build another tech district. What on earth are you talking about? You don't have to have but a few pops working EC because you can get it all from trade. Trade is one of the primary reasons why organics are incredibly powerful compared to ME. You're ignoring hundreds of EC income for no reason.
 

Black_Shade

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Organics do eat a lot more food due to poor habitability - that should be factored in too. Some planets consume 45% extra food. Machine empires cant use the food districts on planets, but they have access to more planets at 100% habitability to counter this. So expect to colonise more planets than organics early on but not use all the districts until you can make machine worlds. Organics will usually have less planets but they’ll be utilising more of the districts and having to compensate for habitability

ME only have the advantage in the very early years. Once organics get migration treaties- which, along with hybridization, will boost their growth rates to 10-12 depending on what traits you've taken- and terraforming they will quickly catchup and surpass ME. ME basically have until about 2030, at which point they will fall behind and never be able to catchup.

The caravaners also can fix your early habitability issues, I don't think I've ever not gotten the rackets which let you colonize and develop almost everything until you get the advanced terraforming techniques to move your primary species over.

Also, machine worlds are kind of a crap shoot- DA and RS can't use them, because of obvious reasons, so they lose out on the nice end game worlds that everyone else gets.
 
Last edited:

Objulen

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I haven't played a Hive Mind, but robots in my ME do seem to be very costly early on. As has been said in another thread, ME's were supposed to be slow but rewarded for efficieny, but only got the slow part.

I have to wonder if Driven Assimilators would do better, having bio pops who work along with the robots.
 

Catty Nebulart

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Machine empires don't need much food.... But planets come with farming districts.

Machine empires should get biofuels and bioplastics from farming districts, 2 minerals, 2 energy and 2 food.

Hiveminds gets extra jobs per district and faster growth since robots have slower growth give them +1 output per pop, 5 minerals per miner, 5 energy per tech and similar for their specialists. They are still not 6 production per pop like farmers but a lot better than it is, and they get more bang per pop so they need less.

To make rouge servitors and assimilator work give biotrophys -50% food consumption, they are so pampered they don't burn a lot of calories, and have cyborgs consume half energy and half food.

Rouge servitors should probably also get trade, collecting exotic baubles for their biotrophys. The above would help a lot...
 

RageOfAnubis

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What the heck. Grid Amalgamation slaves are completely ridiculous. Idk, just go grab some filthy organics and power your empire forever.

Rogue servitors who don't have this option say hello.

I suggest the output of ME energy and mineral districts be raised to 6 per pop, this puts it in line with food production for organics (seeing as they replace food for ME this seems appropriate) this also brings the per district production into line with hive minds. I would also suggest that the output for machine pops be increased across the board, possibly with a reduction in the jobs per building to compensate (for example if a building produces 4 units per job with three jobs per building change it to 6 units per job with 2 jobs per building) this gives us the promised robot efficiency and significantly reduces the problems of energy upkeep and slow growth without making completely machine empire worlds overpowered compared to their organic counterparts.
 

mystuviki

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Rogue servitors who don't have this option say hello.

I suggest the output of ME energy and mineral districts be raised to 6 per pop, this puts it in line with food production for organics (seeing as they replace food for ME this seems appropriate) this also brings the per district production into line with hive minds. I would also suggest that the output for machine pops be increased across the board, possibly with a reduction in the jobs per building to compensate (for example if a building produces 4 units per job with three jobs per building change it to 6 units per job with 2 jobs per building) this gives us the promised robot efficiency and significantly reduces the problems of energy upkeep and slow growth without making completely machine empire worlds overpowered compared to their organic counterparts.

i think this is a great idea. it would add more individuality to machine empires and make them feel like they "Customize" the right robot for the job like we used to be able to do but automatically.
it would also differentiate normal robots from machine empire robots.




edit:

alternative idea that does mostly the same thing but would add a new mechanic and add flavor.

a mechanic inspired by the trade mechanic. calling it the "bandwidth" mechanic making you have to build starbases to build a network. if a planet is attached to the network give it a buff of 50% production of raw resources if not give them a penalty of 50%. (non raw resources would have a different % as needed for balance sake)

instead of trade module on a starbase it could be network relay. giving 1 more space from starbase. however network relay only work if they are in each others reach. i would grant the homeworld a bonus range of 2 to the starbase built on it. so 3 jumps from homebase (starting starbase would start with 1) you would build a starbase and 2 network relays to extending the network by 2 more jumps for a total of 5 jump in that direction.. your ability to colonize anything without penalty would be balanced with this restriction. and it would give you a benefit to compete with hivemind(districts give 1 extra job) and make you better at production then synths. and act as your compensator for not having trade and a slower pop growth.

after all machine empires don't get the synthetic bonus as they are not synths living beings. there mostly running a complex code that makes them act like they have a AI but they don't. there controlled by the central AI. this is why they shutdown when you lose control of a planet.
 
Last edited:

Nakkivene

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Rogue servitors who don't have this option say hello.

I haven't bothered trying them, both rapid replicators and rockbreakers seem too good to pass up for the garbage civics. I did try exterminators and realized that while the combat bonuses are indeed nice, I don't gain... anything from conquest. Just a bunch more 2 energy systems and planets that rapidly empty, and a chunk of energy and unity which are not very important or even in large amounts.

Ideally you have a nexus world full of your amalgamation slaves, another that produces the food for them as a byproduct and the rest as machine worlds. The thing about machine worlds vs. ecumenopolii is that you can spam machine worlds to your hearts content with trivial costs.
 

Larknok1

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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.

Although I'm not suggesting they're equal at all, if you're developing every world in 2.2 equally for organic pops, you're playing them wrong.