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PanzerMan7

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Hey guys, I'm trying out a communist game and was wondering if we've established a meta for it. It seems like it would synergize well with robots so that I could kick as many workers as possible into discount specialist roles, but are robots even worth the building slot needed to make them?

Also, what use is communal housing and why should I drop a building slot on it?
 

I_am_Nemo

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Hey guys, I'm trying out a communist game and was wondering if we've established a meta for it. It seems like it would synergize well with robots so that I could kick as many workers as possible into discount specialist roles, but are robots even worth the building slot needed to make them?

Also, what use is communal housing and why should I drop a building slot on it?

Robots are definitely worth the building slot. Even if you don't robomod and don't upgrade them, it's still +2 pop growth a month. I haven't played Shared Burdens with robos, though, so don't have direct experience with how it'd work.

As far as communal housing goes, you can usually fill your housing needs from districts early on. Might be of some use later on, with high jobs per building slot on populated worlds.
 

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Robots are great as long as you don't make them into synths.
Their great advantage is only taking half a housing, but then if you make them into synths they become just another, shittier pop.
 

Matoro_TBS

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You can also get rid of robots via slave market, while you lack most other population controls as egalitarian. Robots seem to be incredibly good for early-game production, you should always go for them.
Shared Burden gives you a special housing building which the tool tip doesn't mention, btw.
 

PanzerMan7

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You can also get rid of robots via slave market, while you lack most other population controls as egalitarian. Robots seem to be incredibly good for early-game production, you should always go for them.
Shared Burden gives you a special housing building which the tool tip doesn't mention, btw.
I just don't see the use of wasting a building on housing but I guess I'm not deep enough into the game yet.

When do you start to specialise your planets. In early game, I tend to need a certain resource /now/ and can't wait for 5 extra pops to grow for the needed building
 

AdmiralMagus

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The housing buildings are definitely available before you really need them. Early on you need every building slot just to get the economy going. You can't just keep dropping forges (or whatever), though. You need resources to feed production of other resources, and that's where mining worlds and the like can help, and they might need a little extra housing.

Some other thoughts are that housing building save administrative overhead vs. adding another district. Might be important from time to time, especially for Megacorps. Also, Resort and Thrall worlds cannot build city districts and rely on these buildings and capitals for any housing needs. Of course, thrall worlds have a bespoke building for this purpose.