Stellaris do robots need amenities. 2 amenities, so 9. Stellaris do robots need amenities

 
2 amenities, so 9Stellaris do robots need amenities  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

Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. - 2x if has ascension perk Voidborne. Right now it feels a bit too late to start on it. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. At -2 there is a tiny effect. In Stellaris where snowballing leads to more snowballing, this is incredibly strong. Traits Intelligent Rapid breeders or budding. Select the species rights page, then select "robot," then "military service," then "full military service" (or "soldiers only" if you don't want robot leaders). The need to have tons of pops just. Legacy Wikis. Needless to say that there's no chance they can survive that. This is always a bottleneck for any gestalt empire. Upcoming dlc story pack with Space Rift anomalies to add new events in. Filling up new worlds is much easier as a synthetic or bio empire because they have access to both growth types. You just need to hit zero, although low positives is better than low negatives. Merchant spam can also work. Robots is a tier 1 tech, droids is a tier 2 tech. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. Pick robot or organic assembly and just use that one. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. 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". Merchant spam can also work. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. Genetic ascension also is in a similar bag with slavery. If you dont stop their pop growth or neuter it you have to struggle with energy, minerals, food and amenities. has_trait = trait_ingenious. But it is good that even they are more numerous, they only contribute to a smaller instability and Faction support. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Basic robots have a weight factor of 200x towards those jobs which far exceeds anything that your biological pops could get for them, as well as far exceeding the robots' weight for the technician job. Droids are midgame tech even if you exclusively do research. 55 organic growth per month + 2 robot assembly per month, assuming you can get the full +1. 6: true, but some of those also have negative effect, that machine dont gets, and same with sactions, some effect machines others dont so much. Wetherric • 4 yr. 4] [282d] Game Version v3. Stellaris Real-time strategy Strategy video game Gaming 41 comments Best DoeCommaJohn • 2 yr. When you look at Seoo I, the primitives in your territory, they produce 11. Please note, this post isn't about the use of Robots being weak or strong. These mods add ethic choices and civics to gestalts. factor = 1. Ascetic civic and networked amenities edict. MEs don't get commercial zones, so they don't get that +10 Trade AND Amenities per building with no upkeep or material cost. Report. Bronze Age primitives will have 8 pops, so moving over 2 citizens as Colonists will let you upgrade the capitol and get 2 Ruler jobs plus an Enforcer if you need it. Each planet has a small chance of containing a modifier that will affect the colony should the world be colonized. Stellaris Amenities. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. ago. As well as Stellaris Evolved and Bug Branch. Biological is technically better when it comes to slave management but it's your. Stellaris is an incredible sci-fi strategy game, so it just makes sense that there are robots you can develop for your Empire! If the species you're controlling during the game just won't. Or robots need to be rejiggered in other ways. We tried 0,25 habitable planets in the galaxy with no guaranteed worlds in multiplayer. I didn't do the math on Superconductive, but if it isn't worth getting Ingenious / Industrious over Intelligent for. Early game, you are more likely at around +4 growth, so a +50% growth rate. For the most part, most players don't really have a problem with the game's basic visuals, but there are bound to be some exceptions to this. When playing as Rogue Servitor, most planets tend to get two Drone Storage Buildings for the Amenities (Housing is ridinkulously abundant - Amenities ain’t), and I’ll upgrade one of them, except on major planets I’ll upgrade both of them. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. 7 food and consume 9. Is there any way to manage robots now and, if not,. Robots being able to perform researcher and cultural worker jobs is convenient but I can. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. Slave can't be a late game crisis, robots can. 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. They are a different population so you can have a regular pop and a robot pop growing at the same time. by making a beeline for the Robots Tech. The fact robots take amenities probably covers this, since typically with machines you don't need to replace bulk sections of their bodies constantly. They have some small benefits, but are just REALLY inefficient in terms of "yields per pop", An entertainer produces 2. #2. Surprised that you think Superconductive and Repurposed Hardware is good picks tbh. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. With respect amenities is vague reference to medical help, since it comes from entertainment building. More planets helps you grow pops, more pops means more everything else. Most of what it addd is just bigger versions of the vanilla traits, basically more points for more effect but it's the same idea for the traits. You'll get the benefits of both slavery types by doing that. unlike the slavecivics its very well worth it. } } civic_machine_maintenance_protocols sets weight factor to 1. Hello Stellaris Community, Shortly after the release of Astral Planes yesterday, we began receiving reports of players being unable to verify ownership of the new DLC. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. Late game every world can make do on just synapse drones, except my research focused worlds, which do run maintenance. Holo-theaters are good only once your planets have grown a bit (at least size 20); you don't want to use a building slot on them when they're small. . Robots and housing. ago. Go with psionic or biological. Mass Produced for more assembly speed is also a really good bonus. And Spawning Drones are the best pop-assembly job in the game; same pop assembly as a Roboticist, but with the added benefit of producing Amenities and having lower job upkeep (5 Food (0. Making high amenities easy to gather (great for non-slaver authoritarians). MoO1 lets you send population traveling between planets over time. Bronze Age primitives will have 8 pops, so moving over 2 citizens as Colonists will let you upgrade the capitol and get 2. Once you get Droids, they can work all worker jobs as well as most specialist jobs. 8 Maintenanec Depots, 7 Sentinel Posts, 75 pops (Assume the remaining jobs are filled by districts). Jul 23,. But the robot factory just kept spewing out robots and soon Earth was short on housing and jobs. Now, I do fine with less developed planets. You need consumer goods. Ranging from a rival neighbor. Red_Crystal_Lizard. Driven assimilators (A pop-stealing build) Can do Total Wars. 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. They are still solved via a single Policy (AI Rights nowadays) and do not properly use the Species Rights System. cornyclassic •. 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. Something that bugs me a bit is that robots use housing. Yes, robots are very OP in 2. I'm not able to support a machine empire in the current patch, as it looks like the Maintenance Depots building has been removed in 2. Chose the moss covered robot with a disk for a head to be the. 75, and non-citizen Robots require 0. But -1 is not that big. for robo-empires mechanist is a great startingcivic. If stability is 50 or below, increase amenities higher. This time I was roleplaying as an ancient, pragmatic but ultimately benevolent artificial intelligence. ago. It works automatically, same for synths. Consumer Goods would be art, jewelry, video games, etc. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. Pick robot or organic assembly and just use that one. So a world where I have 8+ mining districts I just fill the planet with those districts add maybe one or two city districts then if I need more power or food I only add a district or two to not jeopordise the planet speciality. 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. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. 2. August 15, 2018 ·. Mnerals on the other hand allow mineral districts which means with 1 housing district you can turn any minral planets into a bunch of mineral jobs. However, every empire can farm, even if you don't use the food, you can sell it on the market or trade it to other empires (bioreactors are terrible and almost never worth a building. Having 100% for every planet makes the expansion planner useless though! There's a little drop down in the top right of the planner. 9) of the game. Go to Stellaris r/Stellaris. . The need to have tons of pops just. Pre synth : 8. But it's plagued by "release first, balance later" policy that has led the ship design paradigms to be. At -1 there is a very, very tiny effect. 3) Do Rainbow in the Dark with any scientist, this gives him Paranoid. Unless you are a devour swarm or into canabalism i would suggest avoiding getting other life forms on your planets. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. Other than that, look at what you're lacking. ago Not really. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. Larger sized Mote, Gas, and Crystal deposits add the same number of extraction buildings as the number of the resource in the deposit (3 Motes = 3 Mines). 0 base robot build speed, which becomes 3. 5) The prosperity tradition tree! DON’T OVERLOOK THIS!The penalty for low Amenities is higher than the bonus for high Amenities. So the first issue is that MEs always have shortages of stability and amenities in this patch. Since you have habitats, you do not have to spread out to find planets. ago. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. The Unity one. Initially robots can only produce amenities as clerks or as robotic servants. 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. but you could for example build bigger fleet and conquer planets to get more pops as an alternative. Being short on Amenities has a much bigger impact as having excess Amenities. - 0. 161. 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. High amenities can boost stability. If you enable pop control, then all robots will have a -10% to happiness. I recommend using indentured servitude for your bio pops and domestic protocols for your droids. Free amenities+constantly growing buffer for fast resettlement considering you can't resettle egalitarians easy. The math might even make luxurious + build speed + minerals and energy a good start e. See more posts like this in r/Stellaris. I think robots first is a good idea but rushing gene clinics isn't worth it. They are better pops than even gene mod can make; basic cyborgs aren’t even close. A thrall world is something you can only get if your empire practices slavery. Slaves are cheaper to maintain and there are a number of ways to improve their production. 8. That might sound like a huge effect, but while I don't remember all the details of when I tried playing a Hive Mind last November, I'm playing Rogue Servitors right now, and even fairly developped planets. 2 per Job with the Versatility Tradition. 4 [282d] What version do you use? Steam What expansions do you have installed? Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse. Temple / Gene clinic provide amenities with some extra goodies. They may be positive, negative or mixed, identified by the color of the modifier's border. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. This would be under the Policies menu, which can be found in the same list of menus as the Situation Log, the. The shown amenities value is the available amenities value, or the surplus. With the new population mechanics, and most importantly the link between buildings and planet population, driven assimilators are very strong. If you still need amenities then take the hit and shift slaves to Domestic Servitude to get them off of the unemployed pops. The jobs a robot can have are limited by. The amenities nerf doesn't hit Synth empires at all since they generate amenities like normal empires. Planet HQ still makes robots if you are machine. Most only have slight wording changes so that they make sense for a corporation. Robotic workers should not provide any problem for the spiritualist faction. 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. Origins are a way to decide the beginnings of your society and can make all the difference to your gameplay. Robot Assembly Complex +2 Roboticist −8 −2: 600 800 100 Robotic Workers policy is. 5 Amenities needed per Robot Population. or do i build gene clinic on those worlds first Don't build gene clinics, they are one of the worst buildings in the game. • 1 yr. Entertainers produce 10 Amenities and 2 Unity for 1 Consumer good. It definitely mitigates the problem a little, but it requires some cross-referencing to tell which adjacent systems are going to be most useful. Astral Planes Ownership Hotfix Released - checksum (462c) 4:34am. 4) Do Drops in the Ocean with the paranoid dude you just got, pick paranoid lines until you get Maniacal. 6 tescrin • Driven Assimilator • 4 yr. Since gestalt doesnt have happiness maintenance is how you affect your stability level. maybe you would need one temporarily on low habitability worlds (until. It also produces 5 amenities for 1 Consumer good. Darvin: Using Medical Workers instead of Entertainer will leave you low on Unity. Stellaris has a variety of archaeological sites that can provide valuable rewards such as artifacts, relics, and empire-wide modifiers. It is available only if have the Utopia DLC for the biological empire or "Synthetic Dawn" if you want a machine one: Then on the right, under "Authority" you can select are you a machine or biological hive mind. You have two species to pick traits for, your Necrophage Species and your Prepatent Species. If you want to play a Machine Empire with a special starting world, you could pick the origin that starts you on a Machine world. What pops are working the farming jobs and have one of them selected to see their traits 2. Though to be honest colonozing planets via droids is kinda reduntant in 2. Short answer is, you really shouldn't be suffering from too much deviancy early on. 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. 6. 11. Maybe make them increase habitability and reduce your job and upeek requirements, that way they are an actual alternative. 5 amenities per robot. The first iteration of robots is more along the line of a humanoid toaster - they take simple commands and perform pre-programmed motions. Between this and the several ways to buff pop assembly speed for robots (as well as machine intelligences not caring about planet capacity when assembling pops), machine empires can keep up. The bonus to everything, not needing food, immortal leaders, and 100% habitability everywhere. Since robots do not live under the Dystopian living standards, they still require 0. 1 Answer. Complicated answers made simple: All bio-pops use 1 food of upkeep per month, all robots use 1 energy per month, and all lithoids use 1 mineral per month. Spiritualist is just dumb. thenewsheogorath. . Sorted by: 5. There's generally no point in building trade districts. Bio trophies don't use up housing so the housing the districts provide are more than enough. Of all the tradition trees in Stellaris, Supremacy is one of the best partially because of the finishing benefit of unlocking war doctrines. As for the amenities, there is an edict that provides each industrial district with an additional maintenance worker job which are then boosted by various ways to produce more while the amenity upkeep is reduced to 0. 4 Consumer Goods needed per Robot Population per month depending on Living Standards. Edit: I know drone storage and silos give amenities, but only a tiny amount. Isn't it better to brute force amenities using entertainers instead? Your rulers mainly produce unity, which is affected by low habitability, so most of their output will be wasted. I've almost mastered the planetary management and, usually, by mid-game I begin. 05 with Flesh is weak). The only choices to fix this with buildings are Drone Storage, which give +4 amenities which is barely a band. A while ago I tried building robots with the new pop-system. However, every empire can farm, even if you don't use the food, you can sell it on the market or trade it to other empires. For instance, the Mastercraft Inc civic is exactly the same as Masterful Crafters. However, for advanced resources such as Alloys, Consumer Goods, Research, and Amenities, you’ll need to construct buildings to produce them. A different template can be specified for each planet. So, thrifty is a must for traits. You'll need to prioritize energy production as much as possible to support your empire's growth and. That'd take care of a lot of your amenities -- you might not even need the Holo-Theater until you get to very high population levels. 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. 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. g. 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 makes large empires, especially mega corps, crippling. The Death Chance is shown to show how likely it is they will need to be potentially replaced. dubious. Beyondlimit • Synth • 5 yr. 4% happiness bonus. In rare occasions you might develop two types of resource district on a world; this generally only happens on large worlds. I mean, you can easily store a robot somewhere. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. 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. There is really no reason to use gene clinics at all. They're just tools to be used to work jobs. Then, every so often, just resettle the robots to your production worlds. 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). Stellaris: Suggestions. The psi corp resources from jobs buff in 3. PSA for Opressive Autocracy. Having extra amenities gives up to +20% happiness, and those robot pops open up more building slots without needing to waste districts/buildings on housing (particularly good on habitats where housing is at a premium). Modifiers applying: Robot Upkeep -20% from Fanatic MaterialistOnce players have researched the Megastructure they want to build, they'll next need to send a Construction Ship to begin the work, using the Megastructures tab in the ship's order menu. Futurama - Bender’s apartment. • 3 yr. 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. Ok, let's do the math here. After. For sapient robots it would be made 0. What if droids and synths without sapience got nerfs to certain kinds of jobs? Droids could get like a -20% output for all specialist jobs and for synths without sapience that could be like -10%. With this in mind I want to get a bead on the pros and cons of researching synthetics. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. Granted that Servitude Robots will never be as productive as biological pops, I am aiming to exploit their only advantages: super low maintenance cost and 200% Habitability. Despite the hype, robots aren't actually an asset for early-game economies. Then I build a Robot Assembly, after that I build either a Farm or Mining District (my Capital is usually specialized in Energy and Research), in part so that my Robots can find Jobs in case they’re not Droids yet. 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. I'm fairly new so need a few tips on what to do with empty build slots and the different buildings. Robot assembly. you get robots you get two free tech, you get 5% maintanence cost reduction and you get 4 robots in the beginning. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. 75 housing while livestock/domestics take up 0. In this discussion, I will outline why I think a non-devouring swarm, hive mind is one of the best ways to play Stellaris. As time passes on the % chance for death will increase on a per year basis, escalated to 2% per month after 20 years. If you don't yet have the Droid technology your robots are guaranteed to take mining and farming jobs. 3 change to habitats, being able to colonize with xenos due to migration pacts and the new Baol precursor race make. 5 amenities per robot. Non-sentients, however do not have the ability to choose. First of the flesh is weak is still amazing for your organic pop and gives you +33% assembly speed. Stellaris. In stellaris there's 3 ascension paths. • 2 yr. Dependencies. Silfae's city sets updated by Nozeminer. Yeah, you have to choose between domestic or indentured servitude. I never need planets as they cannot compare to the productivity of my habitats. Sometimes increase once you alter the pops to use even less. Except for a handful to appease the science faction. And robots can spam labs easier than filthy organics since energy is cheaper than CGs or minerals. Robots are assembled rather than grown, which means this can happen alongside organic pop growth, for more overall workforce. When to Install. a. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. Its not necessary. 05 with Flesh is weak). There really should be a way for mechanics and organics to coexist. Summary. 5 times the Amenities (plus 2 unity for 1 consumer good), and on most planets you'll meet your needs with one upgraded holo theatre. Space amishs who don't want robots and tomb world, period. The planet has maximum logistical bonus. Share. The tech is there because machine empires can build bioreactor & feed bio pops. So by the time you can do synth ascension they are simply too powerful. Build the specialized building for the resource you are extracting. 5. But generally, in Stellaris, if in doubt, do. Gotta spend the hoard on something. Consumer Goods. Meanwhile slavery always remained a strong option but a bit micro intensive. Basic robots can also be used to work on words you have terrible habitability for, at least until you learn terraforming. 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 Paradox games or grand strategy in general. 2. 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. Robots, droids and synths are the exact same "species", the only difference is your technology. 0 base robot build speed, which becomes 3. The pop growth is too small to matter given how poor the amenity output is. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. This means, you have to build droid pops on one of your planets (btw robots automatically upgrade to droids, if you have them) and then build colony ship on the same planet and choose droids for its passengers. There's a strange interaction between this civic and robot pops. 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. Robots need the amenities reduction trait as well cybernetics get that makes you use 50% less amenities imo. Snapshot from the Stellaris Wiki Only reason you'd go pass level 2 is because you're role playing. The massive increases in growth that the other paths give mean psychic has a hard time measuring up. Never played Plantoid. If I'm going to have a pop work a job, isn't it better to just have 2 pops work the unity job than 1 pop work the clerk job?Robot assemblies are important for population growth. Seems pretty damn good although I have yet to check the actual difference. They'll also take up much less housing. ago. tech is king in Stellaris. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. 9. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. 2 merchants, 1 admin, 2 science directors, and 8 entertainers will net 104, and with our tiny stability boost that's 108 amenities so we should be covered there. Stellaris Wiki Active Wikis. Using +20% amenities trait helps you squeeze out more. ago. The5lacker Banned. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). Sometimes if you conquer a habitat that an AI built it won't have any other. Also, techs are separated into tiers. 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. Random anomalies can generate a great variety of planet modifiers but those usually do not have any effects. Once you get the droids tech. It only decreases the average time it takes for a pop to resettle. just my 2 cents. ) 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. Get a migration treaty immediately so you can get access to other species. Nexus Districts also give you housing. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. Scaramok • 3 yr. Robot and machine species do not consume food, instead they consume energy. r/Stellaris • Federations need to be. Districts are not meant to be more efficient, they are meant to provide you with jobs you want without population requirement like buildings do. The colony must also have surplus amenities and free housing. You may need to manually set maintenance drone priority on colonies, especially in the early game, to make sure you are getting enough. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. Stellaris. Robots being able to perform. . With respect amenities is vague reference to medical help, since it comes from entertainment building. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. Keep planet capacity high enough for maximum logistic growth bonus. Synthetic Ascension robot traits. 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. 4. ago. A good way to ensure they don’t is to play as a materialist or to not take the advanced robot techs. ago. Well now i also tried some runs as Machine in the Shattered Ring start, and i found this extremely weak compared to the regular Ring empires. Consumer goods are generally more technology, cars, phones, computers. In return the other empire would get robot pops, to avoid making this too op, they would only be able to work as domestic servants (makes amenities) and would not be able to rebel/contribute to a rebellion. 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. Normally, the chance is 5% per month, or a mean time to resettle of 20 months. 3 amenities on 20% habitability will only be enough for themselves and 2 other robot pops. City districts provide maintenance drone jobs which are your source of amenities. Origin: shoulders of Giants. You don't need a full house for it.