Rogue Servitor says: 10 influence a pop is pretty dear to populate a ringworld zoo.

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

ComradeDan

Recruit
51 Badges
Jun 22, 2018
2
2
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Campus
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Green Cities
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Age of Wonders III
  • War of the Roses
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV
  • Cities: Skylines Deluxe Edition
  • Stellaris
  • Stellaris: Galaxy Edition
Resettling Bio-Trophies as a Rogue Servitor shouldn't cost influence.
Preparing organic sanctuaries on core worlds is pretty key to 'making it work' with Rogue Servitors.
The economic strain of having to build organic sanctuaries in situ pushes back any big conquest goals into the later parts of the first century.


Keep up the good work, literally everyone.
 
  • 2Like
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
One option is to disable Migration Control (on by default), scrap/not building Biotrophy jobs and let automatic migration take care of the rest.

I made a sugestion of integrating Biotrophy Jobs into housing, using something similar to the Alloy/CG way of buffing the jobs: