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Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
Hi all.

Is it me, or is deviancy hard to keep under control? I'm playing with a single machine world (I just use the console and make it a size 100 planet, for RP reasons).

The only thing that deals with deviancy is hunter-seeker drones, and it's not easy to get them. Their building only provides 3 jobs. 3 only. That seems a bit too low, and their efficiency is pretty bad too.

How come I don't have more tools to manage deviancy, as I do with crime?
 

Fenris_SE

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How many pops do you have? Just looked at my machine playthrough and with 126 pops on the capitol world and right now the deviancy is zero. 3 hunter seekers from a primary nexus, 2 more from sentinel posts, then -20 deviancy from a machine capital, -10 from deviancy protocols (in the Dominion tree), then -27 from the governor (-3 per level), and -15% from unity of purpose (forgot what that is tbh). And coordinators (from the Synchronicity tree) each subtract a further 2, so 6 more in total since I throw one empire sprawl reducing building on each planet. But thats with only a size 19 planet , I'm guessing a size 100 planet could easily hold 500 or more which may be too much for the way the game is balanced to reduce deviancy enough.

The only time I have a deviancy issue is when I first take over a world and purge or assimilate pops. Then I can usually just build a few sentinel posts and ignore it until it goes away.
 

Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
How many pops do you have? Just looked at my machine playthrough and with 126 pops on the capitol world and right now the deviancy is zero. 3 hunter seekers from a primary nexus, 2 more from sentinel posts, then -20 deviancy from a machine capital, -10 from deviancy protocols (in the Dominion tree), then -27 from the governor (-3 per level), and -15% from unity of purpose (forgot what that is tbh). And coordinators (from the Synchronicity tree) each subtract a further 2, so 6 more in total since I throw one empire sprawl reducing building on each planet. But thats with only a size 19 planet , I'm guessing a size 100 planet could easily hold 500 or more which may be too much for the way the game is balanced to reduce deviancy enough.

The only time I have a deviancy issue is when I first take over a world and purge or assimilate pops. Then I can usually just build a few sentinel posts and ignore it until it goes away.
I have about a 160 pops, and I'm getting 25 deviancy, which is the start of it. Of course, I plan on making the planet a gigantic hub of drones, so I'm worried to see deviancy already popping up, and I have o space for buildings anymore, be it hunter-seekers or coordinators.

I don't have a governor or a civic that deals with deviancy specifically, at least not yet.

But even with all of this, it's not likely I can make a single-machine-world giant hub of drones with these poor deviancy management tools.

I mean a whole building slot for something that gives only a few hunter-seeker drones, with no upgrade options... Kinda lame
 

Fenris_SE

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Any governor will add -3 deviancy per level, but realistically that's only going to drop it by 30 or so at the most. Until the leader fries and you have to get a new one .... although I have a mod that makes it so machine leaders never accidentally die (has to be in combat), I mean I can back up my computer in 2021, did we forget how to in the future? But that's not going to help much with the numbers you're talking about.

My best guess is that you'd have to find or make a mod that reduces deviancy somehow. Just did a quick look on the workshop and all of them seem to be pretty outdated and require a building.
 
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Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
I think I might just add a hunter-seeker drone job to the nexus districts.

Or mod a new district that gives only maintenance and hunter-seeker drones, I don't know.

Thank you man.

If any dev is reading this - please take note of the lack of upgrade options for machine buildings, deviancy management is not trivial.
 

Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
Actually you make a good point.... why do machine leaders fry? :D I mean it's software, the only reason why they would even have a physical vessel is if some job requires physical manipulation in the "real world"...

But why would a governor drone be housed in a physical vessel at all? To sit in his office chair and push buttons?

I tell ya, sometimes the gamey stuff in this game really gets me hahah
 
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Ryika

Field Marshal
52 Badges
Apr 16, 2018
2.845
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Hi all.

Is it me, or is deviancy hard to keep under control? I'm playing with a single machine world (I just use the console and make it a size 100 planet, for RP reasons).

The only thing that deals with deviancy is hunter-seeker drones, and it's not easy to get them. Their building only provides 3 jobs. 3 only. That seems a bit too low, and their efficiency is pretty bad too.

How come I don't have more tools to manage deviancy, as I do with crime?
Because they're not necessary. Deviancy is a pretty much a non-issue in normal Gestalt Empires, as long as only machines are involved.

The reason you're getting in trouble is that you've going way beyond the boundaries that the system's designed for. For this kind of roleplay, it's usually better to do it properly and create a little local mod for yourself that takes into account the unique situation that you will find yourself in. You simply can't expect the game to just continue working if you create scenarios that it wasn't designed for - that'll need a bit of tinkering on your part.

It's not too hard to do either, the Modding Basics will already equip you with the necessary tools to come up with a few workarounds that will allow you to play the thing you want to play.
 
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Bezborg

Grumpy Old Man
Nov 12, 2008
2.168
5.112
Because they're not necessary. Deviancy is a pretty much a non-issue in normal Gestalt Empires, as long as only machines are involved.

The reason you're getting in trouble is that you've going way beyond the boundaries that the system's designed for. For this kind of roleplay, it's usually better to do it properly and create a little local mod for yourself that takes into account the unique situation that you will find yourself in. You simply can't expect the game to just continue working if you create scenarios that it wasn't designed for - that'll need a bit of tinkering on your part.

It's not too hard to do either, the Modding Basics will already equip you with the necessary tools to come up with a few workarounds that will allow you to play the thing you want to play.
Yep I suppose you're right. No worries about modding districts, been doing that a lot lately.

I still think the Drone Sentinel building could use an upgrade or two, building slots are not cheap as it is.