Stellaris do robots need amenities. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. Stellaris do robots need amenities

 
 Your main species is fine for gaia worlds and relic worlds, but anything else will require a different speciesStellaris do robots need amenities  Making high amenities easy to gather (great for non-slaver authoritarians)

See more posts like this in r/Stellaris. And Hive Worlds are pretty good. • 5 yr. 0) Government & Ethics. spiritualist priests are ok for unity as they double up giving amenities. Droids are midgame tech even if you exclusively do research. Early game, you are more likely at around +4 growth, so a +50% growth rate. Planets generate Defensive armies based on their population and buildings, but these armies are locked to their home planet and cannot be sent to conquer other worlds. Pops is the main issue that must be solved compared to wide empires. Prior to 2. 7. Their base value is also higher if I recall, with 4. special desposits only get mined. Research labs. it really depends on what you need and what you're planning to do, but the research districts are great, and focusing one or two of the ringworld sections on agriculture will ensure no one in your empire will ever go. While we're definitely not getting any pop growth anymore because housing is so overcrowded, the two roboticists will still produce more synths to. My robo-pops don't seem to mind the lack of amenities. In reality organics need a lot of resources on them also. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). For example, an empire with only the basic robot tech can sell a robot on the slave market, then an empire with the synth tech can buy it and it instantly is considered a synth, then an empire with the droid. r/Stellaris • Federations need to be removed from the Diplomacy tree. MoO1 lets you send population traveling between planets over time. Space amishs who don't want robots and tomb world, period. They have reduced housing need and are “employed” without needing districts or. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. Spiritualist is just dumb. entertainers (especially slave entertainers) are ok for unity as they cost. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3. There are 25 amenities to go around – 8 surplus amenities, which is 47% of amenities used, so the 2 citizen pops get a 9. Sorted by: 5. Most only have slight wording changes so that they make sense for a corporation. Proceed. Depends on what is available in terms of planetary features etc. If you are unfriendly then robots are a good option. 3. To survive in the vast abyss of the galaxy, Stellaris players will need to build a spacefaring empire that can stand the test of time in the form of various threats. ) So yes: You'll need to get your holo-theater as 3rd, instead of you're 4th building and you'll take a small stab hit at 9 pops. Final note. So, we can see where the sector numbers. In order to steer their fledgling civilization safely across the stars, players will need to constantly. CryptoAvoid robots; make clones faster. your machine pops need amenities because for them the amenities are spare parts. This allows you to better handle economy changes, and gives you more room to move pops around when you conquer AI and need to completely rebuild their planets. People who want their copy of Stellaris to look as beautiful as possible should opt for the Beautiful Universe v2. [deleted] • 2 yr. - 20x if has any mega-structure (in any condition) within borders. Origin: shoulders of Giants. This will grant you enough jobs and housing. Keep in mind that both these traits cost 1 point each, so you can easily fit a third positive trait alongside them by taking a negative trait. But as things stand right now in 3. Tech spawn rate: Base: 5 (lowest in game) Modifiers. The amenities nerf doesn't hit Synth empires at all since they generate amenities like normal empires. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. The excess amenities will still give a small boost to productivity, and the Holo Theater will produce a good amount of Unity on the side, and then you don't need to rip down and replace the building later. } } civic_machine_maintenance_protocols sets weight factor to 1. The second thing to take into account is that, unless you take the Droids and Synths techs, Robots can only do basic level jobs. They give very few jobs, and the jobs they do provide are low-value. ago. I'm literally doing this in a playthrough. Its not necessary. Ensure you’re utilizing them effectively. • 2 yr. They can only resettle to a colony that has a vacant job for their strata or higher. 1 that kicks in at amenities > 5. Clone vats are a simple 33% growth bonus in current stellaris. Can't do subjugation wars. Slaves normally only take up . In case 2, there's more surplus amenities to go around, with fewer citizen pops to split them between – and yet the happiness bonus is smaller than in case. Stellaris. 5 after the tradition upgrade, while robot assembly base is 2 per job for a total of 4. They may be positive, negative or mixed, identified by the color of the modifier's border. This time I was roleplaying as an ancient, pragmatic but ultimately benevolent artificial intelligence. But now you have to first go the Species menu and allows droids to colonize planets. We tried 0,25 habitable planets in the galaxy with no guaranteed worlds in multiplayer. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. It is only worded differently in its description. It definitely mitigates the problem a little, but it requires some cross-referencing to tell which adjacent systems are going to be most useful. The latter is sufficiently advanced to be enslaved. (Full bonus starts decreasing by 1% per pop at your 8th pop, -10% is reached at 48) Non-Adaptive is also a free take for void dwellers. If you need amenities, just build a Nexus District. A few days ago there was a post explaining that robots were nerfed to the ground and synth ascension was a waste of ascension points. Darvin3 • 4 yr. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. Stellaris: Suggestions. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. With a robot design emphasizing low cost (Mass Produced. 75, and non-citizen Robots require 0. Sentinel posts and amenities. Jump to latest Follow Reply. 2 amenities, so 9. I currently had 47% stability on my first Determined Exterminator and I thought I was slowly digging myself down a hole since I’ve never seen this. You need to specialize which ever one you go with. If you still need amenities then take the hit and shift slaves to Domestic Servitude to get them off of the unemployed pops. I wouldn't recommend going synthetic as a necrophage. 1: you get amenities from resource storage building, but els yes, it is way harder to get. 2nd if I got something like Robot assembly. tech is king in Stellaris. Robots are produced along with ascended pops but due to population growth mechanics, robots are empathised because they are a severe minority and within years you will grow from 1 robot-100 ascended pops to 75 robot-125 ascended pops or something like that. To unlock them you need to research a Society tech, and then you can designate a world without any districts on it as a Thrall-World. ago. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. Right now it feels a bit too late to start on it. Sometimes increase once you alter the pops to use even less. You need consumer goods. If you don't have droids and domestic protocols then I don't even know how you've filled up on robots. This doesn't really matter that much, as you'll get an end game crisis anyway and which one it is only really affects the flavor of it. 42 Badges. Gotta spend the hoard on something. 5 amenities per robot. Unemployed pops cannot auto-resettle away from a colony for the first decade after the colony gets founded. It also serves as a early-game energy dump, making it easier to open up something else than prosperity. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as a Machine empire, players will need to focus. It's not good enough to be worth taking, relative to the other Origins. You build and expand your empire with base resources produced on your planetary districts such as Energy, Minerals, and Food. For that I need robots. If your robots are Uncanny, then Maintenance drones only provide 3. 35. ago. Something that bugs me a bit is that robots use housing. Stellaris allows more custom ship designs than MoO's six. Non adaptive is. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. Normally you'd need a residential district or 2 and 6 mining bays with buildings as needed. 7 Metallurgists and 1 Miner). Robots get the unique 3 point trait for a generic +5% output, which is great if you are modifying the whole species. 1. I have found a SUPER cheez way to get around the claims system in my recent playthrough. High amenities can boost stability. 2; Reactions: Reply. It really isn't smart though in the early game for your core worlds. Machine Empires can take a very similar Path in 3. The math might even make luxurious + build speed + minerals and energy a good start e. That will be a. ago. What pops are working the farming jobs and have one of them selected to see their traits 2. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. emotion emulators, that +5% amenity tech and -10% amenity usage from tradition, as well as the prosperity finisher (1 maintenance drone per 20 pops). If you give your robots citizen rights this will 100% not happen. At the moment, their main thing is early game pop growth - you can get quite a bit of early game growth, letting you get up and running faster before the normal bio empires catch up with robots. Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. A different template can be specified for each planet. Building synths is playing with fire, because there's. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. The robots don't care one way of the other and they produce more than regular pops. Each planet consumes 5 amenities base +1 per pop. Replicators costing alloys for upkeep doesn't matter since at the point you Synth ascend you likely already produce hundreds of alloys. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. DeanTheDull • Necrophage • 1 yr. Business, Economics, and Finance. The sector as a whole produces 40. It's not enough for a planet's worth. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. As time passes on the % chance for death will increase on a per year basis, escalated to 2% per month after 20 years. This will displease any Spiritualist faction but it is well worth it. I apologize for the incorrect information in my previous response. Robots can be given new traits via robo-modding, and the species template with the highest number of used trait points will be built by default. 4) Do Drops in the Ocean with the paranoid dude you just got, pick paranoid lines until you get Maniacal. Traits Intelligent Rapid breeders or budding. Before switching to synths, you could have a total of 4. Or robots need to be rejiggered in other ways. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. I could be wrong about the high expense. Random anomalies can generate a great variety of planet modifiers but those usually do not have any effects. Charismatic trait, some techs and a mega art installation. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. There's a strange interaction between this civic and robot pops. With cyborgs its just 1/8. Then, every so often, just resettle the robots to your production worlds. In my current multiplayer game my friend is playing a similar robot empire, and has been having severe amenity issues for most of the game. This will add one Roboticist specialist job, which consumes two alloys per month and adds 2 robot assembly points per month (which are basically like organic growth points). So, if you play Residents, you have to really micromanaging Species as well. undercoveryankee. Your Prepatent Species are identical in choice to any normal species, but Necrophage species. Late game every world can make do on just synapse drones, except my research focused worlds, which do run maintenance. Some of these sites, like Message In The Canopy and Debris. 8. The drawback is slow pop growth, and everything seems more expensive. The AI uprising is easily the nastiest event in the entire game so I generally make do without robots. Sharp decrease in housing for freed robots. The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. That gets amentity use down to . 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. They're the machine equivilant of city districts. Influence, alloys and empire size are critical now. As with all grand strategy games from Paradox, Stellaris features a large number of mechanics and systems, which can feel overwhelming for those new to. Maintenance drones, medical jobs are what we have. While you can't set the species rights of your robots to Full Citizenship because of your Xenophobia, you can see the Artificial Intelligence Policy to Citizen Rights, which will stop the chance of the AI uprising specifically. (The mod assumes the default game setting value of 1. . If there are still any native pops on the planet, it's going to be a very messy time until you finally rid the planet of its population. At -4 a somewhat bigger effect, and -5 a bigger one still. You'll get the benefits of both slavery types by doing that. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. 1. Robot and machine species do not consume food, instead they consume energy. Thus, the servitors could fulfill their desire of protecting of more organics without the need of force. Futurama - Bender’s apartment. ~100ish minerals total, pretty good. Unfortunately, what you need for a specialized habitat depends on the specialization, because different production buildings have different jobs available and produce different amounts of amenities (eg exotic gas refinery only employs one person, fully upgraded alloy foundry employs 8). My only thought then is that the ai thinks it doesn’t need the amenities, but in my mind this makes no sense as extra amenities increase stability and therefore output, unemployed pops create debuffs, and also entertainers also give (token) amounts of unity so there is other valuable output tooClick on individual pops and hover the mouse over the happiness stat. It seems optimal to have just one robot to satisfy that materialist faction, if present. They just eat much needed minerals, need research and an assembly plant, this is coming from a non DLC standpoint so no full robot civ conversion, just standart robots. You can either build robots on a new planet, or build a robot colony ship, which can only be built on planets where there is at least 1 robot present. from there you can build what you need: laboratories mostly, bureaucratic buildings, refineries, apartments. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. The pop growth is too small to matter given how poor the amenity output is. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. In theory robots do have a weak late-game compared to standard organic empires, but their early-game advantage will put you so far ahead that it doesn't matter. That will put them at a Total War with all empires in the Galactic Community. . Snapshot from the Stellaris Wiki Only reason you'd go pass level 2 is because you're role playing. If you are unfriendly then robots are a good option. Synthetic Ascension robot traits. After a while and enough planets i. ago. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. undercoveryankee. Robots, tier I pops, can do all worker jobs except Technician, which already allows your bio pops to take more jobs like Researcher and Metallurgists. '. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. The game omits both robot and organic maintenance cost in the sense of it. They're just tools to be used to work jobs. I do however think robots need a rework. ago. • 5 yr. Lithoids also do not consume food, they consume minerals. I was playing spiritualist and used robots/droids to work on tomb worlds and habitats. So I need to move over robots that were working productive jobs just to provide amenities for the biotrohies (because it's gonna take 6 years to build new robot pops) Now, one of the main things about biotrophies are that they increase the output of other workers. The excess amenities will still give a small boost to productivity, and the Holo Theater will produce a good amount of Unity on the side, and then you don't need to rip down and replace the building later. ago. dubious. Robots are also habitable everywhere, though later on this can be solved. actually, the only civs i've played that needed lots of amenity buildings were gestalts. cornyclassic •. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. JoshGamboa • 3 yr. I like to play robotic empires as they tend to be the most fun for me and, because of this, I have the ability to make better use of my pops as I don't need to worry as much about happiness. Please note, this post isn't about the use of Robots being weak or strong. Red_Crystal_Lizard. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. 0. Get a migration treaty immediately so you can get access to other species. For very small planets. In my current multiplayer game my friend is playing a similar robot empire, and has been having severe amenity issues for most of the game. I for sure agree with the robot assemblies being a higher priority. So 18ish miner jobs at about 6 each. 3) Diplomatic Penalty, people are going to hate you more. Also robots are cool. 4. Merchant spam can also work. -The war exhaustion and influence doesn't make up for the new major bonuses for ethics. You only need to be developing 3 or 4 at any given time, and unemployed pops will migrate to where the jobs are automatically. For instance, the Mastercraft Inc civic is exactly the same as Masterful Crafters. You probably will not need many agri-worlds. Colonizing large planets with robots sounds like great idea. Robots and housing. - When reaching 10 pops, upgrade your main building (to remove the -50% pop growth) and build a civilian factory. I very often don't need to build a entertainer building because the gene clinic along with the leaders often give me enough amenities to keep the population happy. So basically "get gene clinic and do not care about amenities till you have 15 pops" vs "get holo-theathres and do not care about amenities for 25 pops". Stellaris Manage Crime & Amenities with planet Automation. Then, all you have to do is build a Robot Assembly Plant on a planet. Most likely, it's my shoddy search terms but, regardless, Imma ask here. thenewsheogorath. Level 3 robots, Synths, have all the advantages of robots, and almost none of the downsides, but are sentient, and as such are susceptible to happiness and ethics just like your regular population. Amenities affect robot stability from a gameplay perspective, from a RP perspective they are things that help robots Bedford better, think free oil change facilities or workshops to get updates and upgrades to your body’s hardware or software. There's no point in using 1-point downside traits for robots, as Luxurious and High Bandwidth are the least impactful downsides and give a total of 4 points between them so there's no circumstance you'd ever need to take a 1 point. 5 amenities as robot-servants. No Consumer Goods needed. You just need to hit zero, although low positives is better than low negatives. Seems pretty damn good although I have yet to check the actual difference. Memorialist can boost stability. An open approach means that ones' borders can be traversed without the need of an open borders agreement and a closed approach means it would need one. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Once you have a strong supply then you can start creating specialized planets. 2 though. Regular empire factions can potencially give ALOT. Also remember that happiness can only be boosted by 20% from amenities. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. . Acoasma. Get a migration treaty immediately so you can get access to other species. Trait. I believe that they do, If they didn't consume housing, they would be very unbalanced. Filling up new worlds is much easier as a synthetic or bio empire because they have access to both growth types. Stellaris is an excellent game, but its graphics aren't necessary its best selling point. When you add in the resources that the robots already start on, I think it's basically even or possibly in favor of +10% minerals. Prioritize Energy Production: As a Machine Empire, your main resource is energy. Using +20% amenities trait helps you squeeze out more. Can assimilate enemy pops instead of having to purge/displace them. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. 4 [282d] What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse. a. In conjunction with the in-game tutorial, this beginner’s guide serves to help new players learn the basic mechanics of the game and provide. You want your slaves to be not robots because they're your primary source of pop growth for your main species. Between the 2 alloys and 5 energy and 1 pop upkeep per robot factory, it takes any given planet's robot factory about 40-50 years to break even on the investment cost. IRL it's easier to shield robots from space (AFAIK, just need a cooling system and protection from static buildup) than from planetary air and water (try using your phone or laptop outdoors during a rainstorm). 1) Need to be either authoritarian or xenophobe (not every ethic gets it) 2) Much Lower happiness, if you can't combat the crime. just my 2 cents. Zergor. Summary. Consumer goods are generally more technology, cars, phones, computers. Also robots are cool. In order to steer their fledgling civilization safely across the stars, players will need to constantly. Oligotroph (3). You also do not need a transit hub on the. Depending on which ascension path you go down, you could have higher outputs from robots compared to organics. Don't need food, or consumer goods, and can be on any type of world. Mechanist doesn't give more pops, it merely replaces some starting pops with robots. Droids are not robots. Legacy Wikis. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. ago. You use enough for amenities and then you get rid of the rest to fill jobs on other planets. Jul 23,. Droids. What pops are working the medical worker jobs and again one of them selected to show traitsYou want slightly above 0 income of resources like food or consumer goods that mainly get used for upkeep. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. The main difference is one species can migrate and one cannot, so if you want your species to be able to migrate between your own planets, you need to prioritize which robot/synth gets built in the assembly section on each planet. ) Unlock another building slot whenever a planet runs out. 8 Agri-Drones) compared to 2 Alloys (or 0. Domestic servants literally free up building slots from amenities production, that's a easy +1-2 useful buildings per colony. With this in mind I want to get a bead on the pros and cons of researching synthetics. This is clearly a bug. Driven assimilators (A pop-stealing build) Can do Total Wars. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. There's no point in using 1-point downside traits for robots, as Luxurious and High Bandwidth are the least impactful downsides and give a total of 4 points between them so there's no circumstance you'd ever need to take a 1 point. Intentionally overproducing amenities doesn't seem worth it. If your robots are Uncanny, then Maintenance drones only provide 3. 15 building slots, and let's assume ONLY those. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. +10% pop growth and +habibility isn't worth much as so few pops will have a low pop growth and increasing production and reducing upkeep of 3 pops that don't produce resources is pointless and you don't need the amenities. 6 or so per pop. Invest in a gene clinic on your new colonies, not a robot factory. After. thenewsheogorath. They're the. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. Needless to say that there's no chance they can survive that. You only need to worry about amenities enough to avoid negative levels. 5, both are fine. DeanTheDull • Necrophage • 1 yr. Unless they need amenities or housing I'll only build alloy foundries on forgeHabs, civ industries on indHabs, and so on. However, for advanced resources such as Alloys, Consumer Goods, Research, and Amenities, you’ll need to construct buildings to produce them. - 2x if has ascension perk Voidborne. Take synchronicity traditions, then I take the AP that reduces amenities. Thread starter bdolishny; Start date Jun 22, 2023; Jump to latest Follow Reply Menu We have. it's going to be an issue. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. The shown amenities value is the available amenities value, or the surplus. The hard part is finding out whether that unemployment tick represents a robot, and if it does, which of the free jobs in my empire is suited to that robot. In the Armies tab of a planet, click the Recruit button to raise offensive armies. Sometimes if you conquer a habitat that an AI built it won't have any other district options to provide jobs and unlock building slots, but that's the only case you would ever consider them. Robot Assembly Plants +1 Roboticist −5: 360 600 Thrall World designation Gestalt Consciousness; Robotic Workers policy is not Outlawed Robotic Workers technology; High-tech factories where skilled Roboticists assemble the latest robot models. Generally, there are 3 strategies you can mix and match. ago. Designate the Habitat as a Hydroponics station and build Habitation districts. A fleet of 40 corvettes should easily be enough to decimate most early game neighbours. First there's psychic ascension. The shown amenities value is the available amenities value, or the surplus. General Chattel slavery usually gets many more additional bonuses over normal workers, hell it makes the best robots look tame when you have several stacked traits, slavery bonuses and worker bonuses all stacking up. Robots don't need food, and are 100% happy all the time. Another drawback is the lack of choices in type of government and trait set up. Dependencies. They are all good choices, and picking your favorite is never a mistake. Worth roughly half of a robot assembly building. And there seemed to be no way of assigning them to any specific job. So I'm planning on rolling up gestalt consciousness robots to play with my brother but something was confusing for me: as robots don't suffer from happiness, what's the amenities for? What happens in low stability worlds? I'm not expecting crimes or revolts, so what use are amenities for on worlds that purge pops not of my own empire? Can I. The best trait builds for Robots and Machines in Stellaris! This video covers all of the traits available to both Gestalt Machine Empires and normal Robots. Robotic workers policy refinement – This new policy dictates whether robotic pops should exist or not. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 2 amenities). After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. Habitability no longer affects POP's happiness and growth rate, it. 5x if scientist has none of: * Expertise is voidcraft. I am also starting in systems with little to no minerals, energy or science. But the robot factory just kept spewing out robots and soon Earth was short on housing and jobs. Consumer Goods would be art, jewelry, video games, etc. Other than that, look at what you're lacking. Oh ok got it. If you need more combat advice, check out our Stellaris Ship Design Guide. In fact, the tomb world one is better for a couple of reasons: You need one pop to keep the colony alive. Amenity-producing jobs are all on a lower job tier instead of on a higher tier when you’re a robot empire so balancing out amenity-producing jobs is more of a challenge. Invariably, I need to force all pops on all single-resource planets to have the same traits, because the game will put someone with a bonus to alloy production, for example, working a ruler job that has nothing to do with alloys. +10% pop growth and +habibility isn't worth much as so few pops will have a low pop growth and increasing production and reducing upkeep of 3 pops that don't produce resources is pointless and you don't need the amenities. Description Robots use amenities under Oppressive Autocracy [3. 5 amenities as robot-servants. Really, the species rights for Robot are very, very odd. You do not need to expand your territory up next to theirs before attacking, you can link it up with yours after you've conquered them. Void Dwellers are also very easy to screw up. Synths are built exactly the same as robots. Age of Wonders 4 Empire of Sin Cities: Skylines 2 Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Hunter: The Reckoning Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath Vampire: The Masquerade Victoria 3.