Machine Empire Economic Issues

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Titansfury

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Machine empires need to allocate pops to the replicator job in order to grow pops, however, the starting building on a new colony provides only 1 replicator job, which in turn produces 1 pop growth per month. 100 months to produce your second pop if nothing is done, where organics get 3 growth per month without having to assign pops.

So you have to resettle 4 pops over to the colony so you hit the 5 pop threshold and construct a building that adds another replicator slot. You've now invested 400 more energy credits and 300 more minerals as a startup cost into your new colony...... so that you can have a monthly growth rate of 2. You still have to wait until you reach a population of 10 on the colony before you can upgrade your capital building and unlock another replicator slot, finally bringing your growth in line with what organics get for free. In addition, every point of pop growth costs you 5 minerals, meaning you have to spend 500(!) minerals to obtain one machine pop. Machine pops used to cost 100 minerals to produce, and in the past each pop produced just a little less minerals on average than they do now.

Machine empires don't consume any food, and they don't consume any consumer goods, but this doesn't matter much because they still "eat" 1 energy credit per population. There's another problem here, which is the cost of using research buildings. A machine empire researcher population consumes 6 minerals in order to output 4 of each research. An organic researcher consumes only 2 consumer goods to do the same job, 2.5 if you count the consumer goods cost of the pop, except in their case consumer goods translate 1 / 1 to minerals.Even when you factor in the extra cost of converting the minerals into consumer goods, you are still looking at DOUBLE the amount of minerals that you're paying for every point of research as a machine empire. You could work around this, except that you're inherently gated on mineral production by the number of industrial districts that you can build on your planets.

Machine empires have a far smaller "roster" of jobs to perform, since they DON'T USE THE NEW TRADE MECHANIC and they don't have entertainers. Not using the trade mechanic locks them out from a very important method of getting energy credits, since you are able to produce energy credits at a 1/1 ratio from trade value with the right trade policy. Entertainers are an incredibly strong job right now, since each one consumes only 1 consumer goods resource but outputs 2 unity and 10 amenities. Machine empires have no equivalent job to entertainers, leaving them with fewer sources of unity than other empires. In addition to this, their primary means of producing amenities makes only 4 per population. You have an initial amount of amenities to work with that come from your replicators, but after that you must rely on maintenance drones to produce amenities, and since they consume amenities themselves, you are producing only 3 amenities per drone. This means that you will end up taxing nearly 1/4 of your population on each planet in order to provide maintenance for the remaining 3/4. Fortunately you can get a lot of these maintenance drones per building, up to 5 per building if you take the right tradition. This "amenities tax" is huge, and it really kills your infrastructure, since building pops in a machine empire is REALLY expensive.

You can treat the "amenities tax" as an effective increase in the cost necessary to use your population. Each maintenance drone pop produces 3 surplus amenities and consumes 1 energy credit to work. If we do some math, we can calculate how "efficient" your populations are at working by taking a percentage of their own resource output that is consumed as upkeep. You need one maintenance drone for every 4 population units, which immediately reduces your population's efficiency to 75%. In addition, every pop consumes energy credits, and energy credits are produced at a base rate of 4 per worker producing them, so for every 4 units of population you are using up one of them to produce energy credits to "feed" them (This ratio will improve as your tech and bonuses get better to provide more energy credits). This lowers your pop efficiency again, now going down to 50%, since this pop that is producing the upkeep energy credits is also consuming a unit of amenities. Without counting energy credit costs for building upkeep, a full half of your pops are being used just to handle your upkeep. Since only 1/2 the pops are producing surplus energy credits/minerals for the empire or converting them into research/unity/alloys, the cost to get production out of your planets is enormous. Each pop that you want to have on a planet to produce resources will cost you 1000 minerals up front to produce, factoring in the populations necessary to support them. That's insane!

To compare this to an organic empire, an organic population consumes 1 unit of food, and an amount of amenities based on their job. Let's just assume most of your pops are specialists (which consume 0.5 consumer goods by default). A farmer pop produces 6 food before bonuses, which only lowers population efficiency down to about 84%. Consumer goods are converted 1/1 from minerals, but they have to be made by a population. Each pop producing consumer goods will make 6 of them from 6 minerals, before bonuses. Therefore in this example 1 of them can produce for 12 populations, including themselves. This reduces their population efficiency to 77.7%. Entertainers produce 10 amenities in addition to their unity production, and administrators produce 8,clerks also provide amenities, although clerks provide a very small amount. Using entertainers to meet amenity needs is easy, and reduces pop efficiency by only 10%. You can even make up for this cost with the production bonus that high amenities gets you, but let's ignore that for now. Because entertainers also produce unity, You will always get a valuable resource out of using them. They do use 1 unit of consumer goods, but we can ignore the hit on productivity here because of the unity production. This brings the population efficiency of a default, no bonuses organic population down to 67.77%.

So in the end we have:
Machine Empire:
1 functional working unit of machine empire population, after factoring in population work efficiency. Takes 200 effective units of growth to obtain(100 / 0.5) and costs 1000 minerals (500 / 0.5)
50% work efficiency

Organic Empire:
1 functional working unit of organic populationm after factoring in population work efficiency. Takes 147.7 effective units of growth to obtain(100 / 0.677) and costs ABSOLUTELY NOTHING to obtain.
67.7% work efficiency

This is a crippling disadvantage for machine empires. We consume so many minerals just to grow our economies that we take forever just to get off the ground. Our only saving grace is our habitability, but even that's a race against time, since organics eventually can raise their habilitability with tech, terraforming or building machine pops of their own. You have to greedily expand to as many planets as you can in order to get minerals to feed your growth, but it's incredibly hard and expensive to fund new colonies. This expansive tendency leads you into conflict with other empires, but good luck on having enough alloy production to pay for any decent military. When you see a machine empire with 40 pops in the early game, recognize that those 16 pops that they built cost them 8000 minerals to build, and if they could have made them into alloys instead they could build around 25 corvettes.

To end this extremely long tantrum about machine empires, for balancing sake any of them that aren't determined exterminators should have access to the new trade mechanics, in some shape or form. Also, the mineral cost of producing populations is way too high, it costs more than twice as many minerals to make a functioning colony as any other type of empire. Lastly, Machine empires could use access to a better source of amenities, maybe giving them a counterpart to the entertainer?

I love the concept behind this new economic system, and I love the stellaris game too. If any of the developers see this post and think that some of this information is useful, and assuming that they don't alreayd have all of this information at their fingertips, I don't mind doing some number crunching to help round out balancing issues in the new update.
 

darkalex

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The first game I played on megacorp was as a machine empire. I played about 50 years and quit because I thought I was doing something wrong because I couldn't manage my economy. Yesterday, I started another machine empire race (they are my favourite to play) after playing 4 other non-gestalt games and learning how to manage the economy.

I agree with you, it's so frustrating to have to micro-manage each colony to be able to get some decent growth from it, if you have +1 base growth on your colony and you don't build the replicator on size 5 you have to wait ~67 years for the colony to get to size 10 to upgrade the capital building. Furthermore, it seems irrealistic to me that machine empires reproduce slower than biological empires.

Regarding the economy, I took nihilistic acquisition as my second AP - it's seems really OP at the moment seeing how it took me from struggling with energy to having +500 energy profit and allowing me to replace my generators with mines - half of my ~400 population are batteries. However, short of doing that I would have found it hard to have such a good economy as I had in my non-machine empire games.

Oh, and I took the robot modification AP (or whatever it's called) and it takes 400 months to apply the template to all my pops - that's 33 years without engineering research if I want to do it.

Edit: Oh, and regarding the maintenance drones, their so 'fun' to manage. For some reason they have a very have job priority and are taken even before researchers or coordinators - even if you have enough amenities on that planet.

And yes, I'm in love with the new game as well, however I do agree some balance changes need to be made.
 

Lucand

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In general growth speed of pops is causing most of the balancing issues, because with the new economy system it is the most important factor in a game.
Base modifiers to growth(from traits, civics, and goverment type) are too powerfull compared to what you get from technologies.
Even if you are very rich in energy credits, you can't accelerate your planetary development, beacuse it's locked to growth speed.
That makes hive minds extremely powerfull, because they got the biggest possible growth speed right now.
I think there should be more possibilities to produce resources without pops, like starbase resource buildings(nebula refinery etc), which should be considerably buffed, and give us possibility to increase production of space stations.
 

darkalex

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Hmmm, now that you said starbase buildings for resource production, I'm thinking, why not starbase building for pop assembly?
They could work on the same principle like the Deep Black Site - only buildable if the system has a colonized planet in it - they could still make it limited to 1 per station, but the +1 pop assembly boost at the start of the colony would be tremendous.

I haven't played a Hive mind yet, I'll check it out later this week probably. However, I played with some xenophile egalitarians and in the late game I have a +15 pop growth on most of my planets, mostly due to immigration. I'm curious if you can reach those numbers with a gestalt.
 

Nurgle84

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Robot empires are slow as hell at the beginning, they basically have to dig themselves out of a hole. They also need a lot of micro (ironically,as Megacorps target was to remove micro) by taking of these useless basic jobs like Hunter-Killer (not needed until size 15+ or so). Once you have a few planets it gets a bit better, but still slow. I have the feeling that there is a combination of traits and civics you basically need to succeed. (Haven't figured it out yet, but I assume pop assembly speed, reduced upkeep and similar)

To sum it up, I agree that they need a (toned down?) variant of trade. An energy network between planets or so.
 

Lucand

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Hmmm, now that you said starbase buildings for resource production, I'm thinking, why not starbase building for pop assembly?
They could work on the same principle like the Deep Black Site - only buildable if the system has a colonized planet in it - they could still make it limited to 1 per station, but the +1 pop assembly boost at the start of the colony would be tremendous.

I haven't played a Hive mind yet, I'll check it out later this week probably. However, I played with some xenophile egalitarians and in the late game I have a +15 pop growth on most of my planets, mostly due to immigration. I'm curious if you can reach those numbers with a gestalt.

As a hive mind you get:
-25% growth from being hive mind
-20% (if I remember correctly) from special building spawning pools available from the start that gives a job for 1 pop
-25% from edict that costs 500food(base),
-20% from policy in cost of increased food consuption
So right after you start a game you get around 6 per month. After reasearching cloning vats, and medical center it goes to over 8 per month.

Maybe its not as powerfull as imigration, but imigration is conditional, and not available from a start.
 

darkalex

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As a hive mind you get:
-25% growth from being hive mind
-20% (if I remember correctly) from special building spawning pools available from the start that gives a job for 1 pop
-25% from edict that costs 500food(base),
-20% from policy in cost of increased food consuption
So right after you start a game you get around 6 per month. After reasearching cloning vats, and medical center it goes to over 8 per month.

Maybe its not as powerfull as imigration, but imigration is conditional, and not available from a start.

I got really confused by the fact that you enumerated your list with '-' and was thinking while reading it, he surely meant '+'. I understood what you meant only at the end:D.
 

djmatipl

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Today i play my next game as ME (last empire die), got bulding from caravan 10 energy adn 10 mineral, 6 colony and capital, 217 pop, year 2264 and with micromanagment and edict for extra energy, lvl III bonus from energy district, 20 corvet, 2 star frortress full upgrade as deffence, 3 full trait tree expansion, economi, supremancy, 24 alloy per mont and my inc it's 84 energy, 98 mineral and 3 other empire almost all the time send for me "pirate"... sooo live as ME it's hard... where with my corpo empire in 2260 got 4 colony and capital, many pop etc. and my inc is 198 energy and 240 mineral... will see how this change with ME world. But yes, ME play it's hard like hell compare to other empire.
 

Dan_Daniel2000

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As a hive mind you get:
-25% growth from being hive mind
-20% (if I remember correctly) from special building spawning pools available from the start that gives a job for 1 pop
-25% from edict that costs 500food(base),
-20% from policy in cost of increased food consuption
So right after you start a game you get around 6 per month. After reasearching cloning vats, and medical center it goes to over 8 per month.

Maybe its not as powerfull as imigration, but imigration is conditional, and not available from a start.
Slight correction:
25% for HM
25% for spawning pools
10%(in the test branch) from edict, 20% in the live version
33% from Food Policy
With techs you get another 20%, and clone vats gets you an additional 33%. So yeah, Hive Mids are top Tier for growth currently.
 

Nighzmarquls

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One thing I notice with ME though is their colony ships are significantly cheaper then organics.

Organic empire colony ship costs 200 food, 200 consumer goods, 200 alloys.

Machine empires have a flat 200 alloys.

The growth rate is still a bit too slow, and I think the returns for the various units is also not as good as it could be (although you get access to robot pop modification pretty early compared to genetic engineering techs).
 

Devanor

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I think Machine Empires should swap farmer and tech production, as a starting point. Organics generate 6 food and 4 energy. Let ME drones generate 4 food and 6 energy.

Definitely a step in the right direction.
 

artemis667

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I've had a look at machine empires and I concur with the concerns in the first post - the early economy is brutal. Your home planet will be sustainable if you're not running too many specialists, but your first colonies will be drains, likely for decades. With a bit of hard work and compromise you can probably eventually a self-sustaining economy with multiple colonies - at the point where a biological empire would be thriving and expanding freely.

Edit - An idea for a solution, why couldn't energy just go up to 6 per worker, like mining and farms, for all empires? I don't think it would throw balance off all that much, organic empires just aren't going to use energy workers as much as machines.
 
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