So here's a question. Why would a machine empire build an Alloy Foundry that required additional robots to operate? Why isn't the alloy foundry just a robot in an of itself. Maybe just make it so machine empire building don't make jobs?
In terms of early ME bonus to help with initial expansion, i think the simplest way to do so is to add some flat production of, at least Energy, to basic colonial building, so new colony is self-sustained.The only thin I can think of as an early offset, get the new colony perks that add an extra pop on colonization, spam colonies on everything nearby, since habitat shouldn't be an issue, from on 4-6 worlds vs other races growing on just 2-3 in the first 20 years? Would that work, guess you would get into sprawl/growth/tech penalty...
You've got that backwards.From a lore standpoint, it's very easy to see why gestalts don't build ecumenopoli, because why build a planet that literally can't support itself and which needs to import every single resource it uses just so everyone can live close together?
You've got that backwards.
Realistically, autarky and sprawling suburban deserts are things people ask for because they like the idea of them, but interdependence and high-density urban centers are the more productive solution.
You've got that backwards.
Realistically, autarky and sprawling suburban deserts are things people ask for because they like the idea of them, but interdependence and high-density urban centers are the more productive solution.
I think a thematically appropriate drawback for gestalt empires is to make admin cap a lot harsher on them because they don't have independent subordinate intelligences to manage things. Maybe excessive sprawl also either increases deviancy or reduces productivity, depending on policies.Whether all of this combined would make machine empires OP or simply equal but interesting is an exercise in game balancing, I can think of a couple of trade offs:
Perhaps machine population production might be more expensive, perhaps machines might have a lower rate of experience gain as a trade off for being more or less immortal, perhaps their buildings could be generally more expensive, since they are more complex internally to allow their logistical efficiency, there a number of ways to reflect what is generally the sci-fi "weakness" of machine civilizations which tends to be a lack of cultural/intellectual/strategic (e.g. "soft power") type flexibility in favor of a pure "guns and butter" type of approach.
I think a thematically appropriate drawback for gestalt empires is to make admin cap a lot harsher on them because they don't have independent subordinate intelligences to manage things. Maybe excessive sprawl also either increases deviancy or reduces productivity, depending on policies.
They could also have tighter leader limits, or not simultaneously research all three types at once (but research whichever types of research they're doing a little faster as a result. Not fast enough to make up for the whole loss, but enough that they're not completely pathetic at research)
Right. They'd have a core sector that's much more powerful than normal, but everything else would have to "sleep" (do basically nothing) most of the time because the gestalt doesn't have trusted lieutenants to manage them separately.this doesn't make a lot of sense. Thematically machines would need one super sector as everything is controlled by a supreme AI. No one literally needs independent subordinate intelligences, because you literally have one SUPER AI which is vastly superior to any bunch of smart invidiums, even if they would be in the thousands.
I think a thematically appropriate drawback for gestalt empires is to make admin cap a lot harsher on them because they don't have independent subordinate intelligences to manage things. Maybe excessive sprawl also either increases deviancy or reduces productivity, depending on policies.
They could also have tighter leader limits, or not simultaneously research all three types at once (but research whichever types of research they're doing a little faster as a result. Not fast enough to make up for the whole loss, but enough that they're not completely pathetic at research)
Right. They'd have a core sector that's much more powerful than normal, but everything else would have to "sleep" (do basically nothing) most of the time because the gestalt doesn't have trusted lieutenants to manage them separately.
Parallel processing causes deviance, such as race conditions.
Right. They'd have a core sector that's much more powerful than normal, but everything else would have to "sleep" (do basically nothing) most of the time because the gestalt doesn't have trusted lieutenants to manage them separately.
Parallel processing causes deviance, such as race conditions.
We were discussing thematically appropriate downsides to balance out the gestalt's thematically appropriate upsides, but you could also just hand the problem to the flavor writers and have them be roughly the same as mobs, but with different pictures and labels.And that's where I'd fundamentally disagree with you. First off, preventing one type of research from functioning is something that will never happen because it would alienate almost the entire player base from any empire that does that and would basically kill sales on Synthetic Dawn. And it's not just one super AI managing every single drone. The game clearly states the master intelligence creates autonomous units to manage other tasks, such as commanding entire fleets or managing entire sectors (with billionsof drones). If in any way they should be getting penalties, Machine Intelligences should only get a penalty for something (fleet/sector) without an autonomous drone commanding it, but I would still be against that. Knocking out everything outside of the core sector would ruin machine intelligences for me, and essentially make driven assimilators, determined exterminators, or a conquest oriented Rouge Servitor unplayable because you'd only have the core sector to power the conquest of an entire galaxy. A massive machine AI gestalt who communicates to its drones at FTL speeds should be better at managing everything, not worse. I'm sorry, but every idea you gave that you think is great, I think is terrible, and would hurt my favorite type of empire to the point of literal literal unplayability.
Think about them as maintenance crew. While automated factory might work on its own most of the time, someWhy would ME ever need pops?
We were discussing thematically appropriate downsides to balance out the gestalt's thematically appropriate upsides, but you could also just hand the problem to the flavor writers and have them be roughly the same as mobs, but with different pictures and labels.
In retrospect, though, I agree that the research idea is a bad one, and think that giving them a downside that's more like a megacorp's sprawl penalty or the (possibly existing?) leader upkeep penalty is better.
I'm curious what nerfs you would give to machine empires IF they were to get a buff to available districts/buildings or to job output etc that required some negative to offset it.And that's where I'd fundamentally disagree with you.
The thread is "machine empires are still a flop". So I assumed people were considering nerfs that would fit once machine empires are given any sort of buff.so you are saying the current machine empire downsides are not enough?
You would think that shorter production chains are a benefit but they actually cause you to lose out on extra modifiers to production which have a multiplicative effect. While they are simpler they are also quite a bit less efficient as more modifiers come online and this unintuitive result is probably one cause of ME being poorly balanced at this point.