I turned my fanatical purifier plants into robots, only to find that despite the game automatically setting AI rights to citizenship, all the pre-built Synthetics were being purged as undesirables. They have the "not the same species" flag, regardless of both my species and them being functionally identical machines, and so the "standard" synths fall under the purging (disassembly) regime.
This is exacerbated by having the option to set individual rights (consumer goods etc.) grayed out for both my own species and the synths; I'm stuck with whatever it was before I mechanised everyone. Incidentally, cyborg Admirals give 15% fire rate bonus, while Synth Admirals revert to a mere 5%.
It gets even worse with sectors, since with lack of pop growth, governors never seem to add my own species to the game. The only workaround is to temporarily take out a planet out of a sector, manually queue all the new pops, and re-sector the planet. It would be a great quality of life addition if one could set "automatically add own species synths" to individual planets/sectors, as now I have to spends a lot of time just adding more pops. On a couple of new planets in sectors I've seen synths being purged - I can only guess that when the gov tried building robots, he built generic synths, rather than "my species" synths (although it's possible that I simply had a few synths queued up before I added the planet to the sector).
Finally, sector AI seems to start with the Unity monument, and tends to place it on the most valuable tile on the planet (e.g. tile with 4 society+alien pets on one world, tile next to capitol with 3 minerals on another). Sector AI also decided to build space farms on every space port, even though no-one in the empire actually needs food; and it's quite difficult to find a useful tech in the social tree (e.g. increase core sector size) for all the entirely useless ones (better farms, better habitability); there ought to be some adjustment for robotic empires when it comes to techs like that.
Has anyone else had similar experiences?
This is exacerbated by having the option to set individual rights (consumer goods etc.) grayed out for both my own species and the synths; I'm stuck with whatever it was before I mechanised everyone. Incidentally, cyborg Admirals give 15% fire rate bonus, while Synth Admirals revert to a mere 5%.
It gets even worse with sectors, since with lack of pop growth, governors never seem to add my own species to the game. The only workaround is to temporarily take out a planet out of a sector, manually queue all the new pops, and re-sector the planet. It would be a great quality of life addition if one could set "automatically add own species synths" to individual planets/sectors, as now I have to spends a lot of time just adding more pops. On a couple of new planets in sectors I've seen synths being purged - I can only guess that when the gov tried building robots, he built generic synths, rather than "my species" synths (although it's possible that I simply had a few synths queued up before I added the planet to the sector).
Finally, sector AI seems to start with the Unity monument, and tends to place it on the most valuable tile on the planet (e.g. tile with 4 society+alien pets on one world, tile next to capitol with 3 minerals on another). Sector AI also decided to build space farms on every space port, even though no-one in the empire actually needs food; and it's quite difficult to find a useful tech in the social tree (e.g. increase core sector size) for all the entirely useless ones (better farms, better habitability); there ought to be some adjustment for robotic empires when it comes to techs like that.
Has anyone else had similar experiences?