Hey guys!
I am quite new to the game, I got into it just about a month before 2.2 hit and had a ton of fun.
But after playing the new update (also testing out the newest beta patch that just got published on the 15.12.18) I am very dissapointed with how Synthetic evolution works. I will go over several points which I dislike and try to make suggestions for make them better. Maybe I missed something so I would be happy if you guys could discuss this with me.
I am the kind of player who likes to min/max. I enjoyed the Synthetic ascencion very much before 2.2 because the old building system allowed me to have 3 different Robot types to choose from when building on planet tiles. One for minerals, one for unity/energy, one type for science. I had full control thanks to the old planet system.
In the new system, I feel like I have lost a ton of control over min/maxing my pops to make best use of their traits. I can make different types of Robos, but only 1 will grow at a time. I can not assign each pop to its job, I have to hope the system assigns it correctly, which does not always work. This frustrates me. I do not like having to click (+) and (-) to shift pops around everytime, without having a guarantee that this works. Furthermore, I will have to pay close attention to only assemple the exact amount of pops I need for each job and then switch to another kind of robot for the next job each time a new pop is assembled. This is incredibly tedious.
I suggest the following: When I create robot templates: I want to be able to tell the system: Fill all technician jobs with this type. Fill all researcher jobs with another type, fill all miner jobs with a third type. You can't expect us to pay attention after each robot pop has grown to choose the correct one to grow next. When I have 5 miner jobs open, the system should grow 5 miner robots and when I have specialist slots open, the system should automatically switch to build a different kind of robot. In the past I simply queued up these robots on planet tiles. But since you cannot queue up what robots to build anymore, the amount of micromanagement is way too high.
Next issue: The districts. In the old version, Synth evolution replaced all my food buildings with energy buildings. This was great! However, in the new version all my food disctricts stay in place! This creates huge problems. First, I end up with a ton of food which is useless for me ( I don't want organics). I know I get access to bio-reactors, but they convert 25 food into 20 energy and I do not think it is worth it to give up a building slots just for this. Maybe I am wrong and I could fill habitats or Ringworlds with this and this will become the new meta. But for now Ringworlds and Habitats seem to be nerfed a lot, so I only use planets for now for all my production.
Another huge problem: Energy districts are based on the planet RNG! Even if my planet had 6 food districts, there is no guarantee I get 6 energy districts. I would rather have my food districts all become energy districts.
Of course you might say "just use the market". But I don't want to have to keep selling food (which will become cheap and worthless over time because of supply and demand, so thats another huge nerf to Synth evolution). I want my economy to be sustainable, after all I spend an ascencion perk for it!
My last point and the biggest problem BY FAR:
When you check your robots, you can see that they only require 0,5 housing and a small amount of upkeep. This is the case as long as they have the servitude status and are not considered full citizens. As soon as you give them citizenship, they require 1 housing (so double!) and more ressources. Of course if you choose synthetic evolution, your main citizens become synths. This will also give all other synths in your empire full citizenship, which caused a huge mess! I had about 12 planets, each with tons of Robots. My total Amneties went way into the negative and my housing aswell! On my homeworld I got up to -18 housing just after synthetic evolution! Crime increased instantly, throwing negative events at me.
I read the patchnotes and saw that you guys are working on making this path better, but right now its still nowhere it used to be. In its current state, it seems to be entirely useless to go past "flesh is weak". The increasing demands destroy your economy. Synths are nerfed from before 2.2. They were at a base 20% bonus to everything, now they are only at 10% bonus and you gain another 10% from the Synth evolution perk. We do get a couple points for Robomodding, but as I already explained the system does not allow to easily assign pops for perfect min/maxing. Instead, choosing synthetic ascencion with a big amount of robots is actually a detriment to your economy, you could simply use enslaved synth with "the flesh is weak" and not suffer AI rebellions. When ascending, the housing requirement should stay the same.
What do you guys think? Did I not see an easy way to min/max my pops correctly? How do you deal with several pop types and tell the system to assign them correctly?
I hope the devs can see this and improve our beloved synths. The biggest problems do not seem to be the % bonuses, I am very happy you increased those, but the huge demands coming from ascencion.
I am quite new to the game, I got into it just about a month before 2.2 hit and had a ton of fun.
But after playing the new update (also testing out the newest beta patch that just got published on the 15.12.18) I am very dissapointed with how Synthetic evolution works. I will go over several points which I dislike and try to make suggestions for make them better. Maybe I missed something so I would be happy if you guys could discuss this with me.
I am the kind of player who likes to min/max. I enjoyed the Synthetic ascencion very much before 2.2 because the old building system allowed me to have 3 different Robot types to choose from when building on planet tiles. One for minerals, one for unity/energy, one type for science. I had full control thanks to the old planet system.
In the new system, I feel like I have lost a ton of control over min/maxing my pops to make best use of their traits. I can make different types of Robos, but only 1 will grow at a time. I can not assign each pop to its job, I have to hope the system assigns it correctly, which does not always work. This frustrates me. I do not like having to click (+) and (-) to shift pops around everytime, without having a guarantee that this works. Furthermore, I will have to pay close attention to only assemple the exact amount of pops I need for each job and then switch to another kind of robot for the next job each time a new pop is assembled. This is incredibly tedious.
I suggest the following: When I create robot templates: I want to be able to tell the system: Fill all technician jobs with this type. Fill all researcher jobs with another type, fill all miner jobs with a third type. You can't expect us to pay attention after each robot pop has grown to choose the correct one to grow next. When I have 5 miner jobs open, the system should grow 5 miner robots and when I have specialist slots open, the system should automatically switch to build a different kind of robot. In the past I simply queued up these robots on planet tiles. But since you cannot queue up what robots to build anymore, the amount of micromanagement is way too high.
Next issue: The districts. In the old version, Synth evolution replaced all my food buildings with energy buildings. This was great! However, in the new version all my food disctricts stay in place! This creates huge problems. First, I end up with a ton of food which is useless for me ( I don't want organics). I know I get access to bio-reactors, but they convert 25 food into 20 energy and I do not think it is worth it to give up a building slots just for this. Maybe I am wrong and I could fill habitats or Ringworlds with this and this will become the new meta. But for now Ringworlds and Habitats seem to be nerfed a lot, so I only use planets for now for all my production.
Another huge problem: Energy districts are based on the planet RNG! Even if my planet had 6 food districts, there is no guarantee I get 6 energy districts. I would rather have my food districts all become energy districts.
Of course you might say "just use the market". But I don't want to have to keep selling food (which will become cheap and worthless over time because of supply and demand, so thats another huge nerf to Synth evolution). I want my economy to be sustainable, after all I spend an ascencion perk for it!
My last point and the biggest problem BY FAR:
When you check your robots, you can see that they only require 0,5 housing and a small amount of upkeep. This is the case as long as they have the servitude status and are not considered full citizens. As soon as you give them citizenship, they require 1 housing (so double!) and more ressources. Of course if you choose synthetic evolution, your main citizens become synths. This will also give all other synths in your empire full citizenship, which caused a huge mess! I had about 12 planets, each with tons of Robots. My total Amneties went way into the negative and my housing aswell! On my homeworld I got up to -18 housing just after synthetic evolution! Crime increased instantly, throwing negative events at me.
I read the patchnotes and saw that you guys are working on making this path better, but right now its still nowhere it used to be. In its current state, it seems to be entirely useless to go past "flesh is weak". The increasing demands destroy your economy. Synths are nerfed from before 2.2. They were at a base 20% bonus to everything, now they are only at 10% bonus and you gain another 10% from the Synth evolution perk. We do get a couple points for Robomodding, but as I already explained the system does not allow to easily assign pops for perfect min/maxing. Instead, choosing synthetic ascencion with a big amount of robots is actually a detriment to your economy, you could simply use enslaved synth with "the flesh is weak" and not suffer AI rebellions. When ascending, the housing requirement should stay the same.
What do you guys think? Did I not see an easy way to min/max my pops correctly? How do you deal with several pop types and tell the system to assign them correctly?
I hope the devs can see this and improve our beloved synths. The biggest problems do not seem to be the % bonuses, I am very happy you increased those, but the huge demands coming from ascencion.