Why can I put thrifty trait on cyborgs as driven assimilators (that gives +25% trade value) when machine empires can't do trade?
Logic?
Logic?
Because "Cyborg" isn't Assimilator-exclusive and they become normal POPs in other empires.Why can I put thrifty trait on cyborgs as driven assimilators (that gives +25% trade value) when machine empires can't do trade?
Logic?
that doesnt explain why your able to but it on your cybernetic pops when your building a driven assimilator empireBecause "Cyborg" isn't Assimilator-exclusive and they become normal POPs in other empires.
Internal Trade still works. The only inter-empire trade values come through trade agreements.
Internal trade can be a hefty driver for energy production especially late game.
There are also "free" negative traits you can have on Cyborgs that don't have any negative effects for them
You wouldn't, because it's a foolish thing to do. It's only possible because there's no way for the game to recognize that it's foolish without fundamentally changing how the species design system works.And? Why would I pick a positive trait that does nothing?
And? Why would I pick a positive trait that does nothing?
...or you just don't prioritize pure efficiency. Maybe you're RPing what the cyborg creator species used to be like. Maybe you're gonna "gift" those cyborgs to other empires where they can grow freely and multiply.You wouldn't, because it's a foolish thing to do. It's only possible because there's no way for the game to recognize that it's foolish without fundamentally changing how the species design system works.