Stellaris do robots need amenities. If charismatic trait and maintenance drones are the only answeres, then, yes, it seems that Gestalt Hive do need more pop dedicated to amenities than other designs. Stellaris do robots need amenities

 
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0 unless otherwise noted. Depending on which ascension path you go down, you could have higher outputs from robots compared to organics. Unlike other races, robots can work on any planet and are incredibly efficient at every task you give them. • 2 yr. My robo-pops don't seem to mind the lack of amenities. 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. 2) Survey Black Holes until you spawn the anomaly Rainbow in the Dark. 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. Since gestalt doesnt have happiness maintenance is how you affect your stability level. Nexus Districts also give you housing. ago Yes, robots are useful, especially because there's very few. 8. DeanTheDull • Necrophage • 1 yr. 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. Consumer Goods would be art, jewelry, video games, etc. In Stellaris, once your empire borders another, there is little reason beyond arbitrary game-y reasons to promote conflict. You're just overflowing Minerals anyways. Non adaptive is. Add the -15% from aesthetic to it and you wont need any maintenance drone jobs on most worlds (as long as you have a fully upgraded Sensorium. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. Oh ok got it. Using +20% amenities trait helps you squeeze out more. subscribers . You need consumer goods. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. I do not see any reason to not use them unless it is for rp purposes. Holo-theaters if you need amenities (and are playing as a non-gestalt empire). You can filter by species. So the first issue is that MEs always have shortages of stability and amenities in this patch. Has Robots and Cyborgs instead of just Robots. Greater production of useful resources, better early-game pop growth, no need to micromanage the nonsensical demands of annoying factions to keep your Influence gain high, Machine/Hive Worlds, and in the case of machines, 100% habitability literally everywhere. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. 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. 0. I was playing spiritualist and used robots/droids to work on tomb worlds and habitats. The amenities nerf doesn't hit Synth empires at all since they generate amenities like normal empires. 1. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. , if your starting robots are sitting on base 8 minerals, +10% gives . Jump to latest Follow Reply. Unless they need amenities or housing I'll only build alloy foundries on forgeHabs, civ industries on indHabs, and so on. As well as Stellaris Evolved and Bug Branch. High amenities can boost stability. 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. It seems optimal to have just one robot to satisfy that materialist faction, if present. 2 though. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. Planklength. Hiveminds are really inefficient in producing amenities. The second thing to take into account is that, unless you take the Droids and Synths techs, Robots can only do basic level jobs. For example, if you choose autonomy and affection ethics with Bug Branch, your hive-minds pops become practically independently sentient, requiring consumer goods and reactivating their happiness mechanic. That means every single robot is producing 1. 12 worker strata pops only costs you 4 consumer goods per month. e. None of the authorities have enough impact on the game to be a bad choice. you get robots you get two free tech, you get 5% maintanence cost reduction and you get 4 robots in the beginning. Bad choices would be - more basic resources (since those will be done by robots), better housing (since housing is irrelevant in 3. 28. , as organic pops will use less too. When you look at Seoo I, the primitives in your territory, they produce 11. Driven assimilators (A pop-stealing build) Can do Total Wars. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. 5. You only need to worry about amenities enough to avoid negative levels. They do however receive the malus from negative amenities. It's about the Mechanics Origin specifically. 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. Lithoids also do not consume food, they consume minerals. 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. Megalomaniacs (1) ♦ N/A - Cannot be added/removed with gene-modding, permanent -1. 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. But this change, is nerfing it to death. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. g. You do not need a transit hub for auto-resettle to happen. For very small planets (10 or fewer pops) the penalty won't be very large so you can get away without producing Amenities at all. 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. Build lots of habitats and then ring worlds when you get. 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. You also might be able to improve your fleet design. They are all good choices, and picking your favorite is never a mistake. 2 per Job with the Versatility Tradition. But the robot factory just kept spewing out robots and soon Earth was short on housing and jobs. Other than that, look at what you're lacking. Surely job weights should be recalculated when amenities go negative due to growth, or a new building is constructed? In fact, shouldn't pop growth cause job allocations to be recalculated? Atm these 'optimisations' have introduced serious bugs where planets will sit at negative amenities for extended periods, while having entertainer jobs idle. And there seemed to be no way of assigning them to any specific job. I keep only a few drones on amenities (just enough to keep me at 0) and let. 05 with Flesh is weak). Never played Plantoid. If a pop is free, sentient and unemployed, they have a 10% (5% on beta) to resettle each month. Yes, robots are very OP in 2. If it makes any kind of difference, I'm on the shattered ring origin. There are 25 amenities to go around – 8 surplus amenities, which is 47% of amenities used, so the 2 citizen pops get a 9. At -2 there is a tiny effect. In order to steer their fledgling civilization safely across the stars, players will need to constantly. 0) Government & Ethics. The civic combats that by basically offering about a pop's worth of value to the medical workers, in the form of 20% of an entertainer-pop in amenities, and then a practical 6-7 early-game TV (4 x 25% from Thrifty in a Megacorp Trade Build for base 5 TV, +20% Mercantile). 5. The shown amenities value is the available amenities value, or the surplus. Having 100% for every planet makes the expansion planner useless though! There's a little drop down in the top right of the planner. Stellaris Wiki Active Wikis. The aim of this guide is to give some insight and information to new. The need to have tons of pops just. In the Armies tab of a planet, click the Recruit button to raise offensive armies. Most only have slight wording changes so that they make sense for a corporation. undercoveryankee. Acoasma. They give very few jobs, and the jobs they do provide are low-value. Mate, I tried servitors because tall dreams, holy potatoes was that the biggest slog I've ever experienced. A thrall world is something you can only get if your empire practices slavery. It is only worded differently in its description. Since gestalt doesnt have happiness maintenance is how you affect your stability level. The main pro is the +10% robot output. Get a migration treaty immediately so you can get access to other species. 75, and non-citizen Robots require 0. I can only second the advice to not use Clerks for Amenities. (The mod assumes the default game setting value of 1. Origin: shoulders of Giants. And to top all this off, MEs need to dedicate pops to building pops, req, in addition to the 300 or so minerals it takes to build a pop, so they have less population actually working their eco game. These mods add ethic choices and civics to gestalts. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. One of your farming robots so their traits are shown 3. Your void pops with 100% stability will easily produce almost 3 times more than base production. It does not make sense robots robbing jobs from actual people. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. spiritualist priests are ok for unity as they double up giving amenities. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. 8, which pays itself off in 25 months. just my 2 cents. This includes weird worlds where there is limited mineral and energy deposits. 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. Business, Economics, and Finance. 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. There are two traditions that can boost stability. If it makes any kind of difference, I'm on the shattered ring origin. The drawback is slow pop growth, and everything seems more expensive. 6, via Synthetic Age. Feb 28, 2019. Residents have -10 happiness, on top of no extra happiness due to "High Amenities" and they are unhappy with "Low Amenities". This article has been verified for the current PC version (3. thanks for the info,thinking of doing Domestic. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. Since you have habitats, you do not have to spread out to find planets. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. Robots should elimiate the decadence malus, since they can be used as servants which the decandent crave. And at that Moment, a T1 Gene Clinic compares favorable to a T1 Theatre. The only real bonus to prosperous unification considering that, is the special capital bonus, but even that is largely negated by you not having to pay any consumer goods, food, etc for the 12 robots from mechanist. It's not like the robots are borderline sapient, are synthetic, or anything like that. [deleted] • 2 yr. 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. 6. This will grant you enough jobs and housing. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. - Build 2 more worker districts. Compared to carbon-pops trying to colonize 60% habitability planets, lithoids need -20% upkeep+amenities and give +20% job output. The shown amenities value is the available amenities value, or the surplus. 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. 2. Specialist In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. Allow me to correct that and provide a build specifically for a Machine Empire in Stellaris. a. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. 5x if scientist has none of: * Expertise is voidcraft. Beyondlimit • Synth • 5 yr. then turn on Planetary Automation and never think about that planet again. The primary downside of synths is simply that Droids are crazy. Sharp decrease in housing for freed robots. Red_Crystal_Lizard. 0 was never released to the public instead making patch 3. 15 building slots, and let's assume ONLY those. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. 75, and non-citizen Robots require 0. The population growth bonus they give is so small they take well over 100 years to break even on their upkeep. -The war exhaustion and influence doesn't make up for the new major bonuses for ethics. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. 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. Having high Amenities will increase Stability. Stellaris had always been about SciFi clichés, but they have missed a big one there, the Mechanicus from 40K. This is always a bottleneck for any gestalt empire. It's one of the very few ways to survive when you get boxed in with no planets. Early game, you are more likely at around +4 growth, so a +50% growth rate. In this discussion, I will outline why I think a non-devouring swarm, hive mind is one of the best ways to play Stellaris. 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. Through Rogue servitor struggle a lot less, due to bio-trophy happiness greatly increasing your stability. Astral Planes Ownership Hotfix Released - checksum (462c) 4:34am. 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. You do need to be lucky, but each colonizable world is much more valuable than it would otherwise be. The automation disabled extra amenities jobs when there were other specialist jobs available though I am not sure would it disable the jobs if there were no specialist jobs open. Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. Also, techs are separated into tiers. 1 Housing needed per Robot Population. 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. If your robots are Uncanny, then Maintenance drones only provide 3. 55 organic growth per month + 2 robot assembly per month, assuming you can get the full +1. Worth roughly half of a robot assembly building. 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. -Your ruler doesnt get any starting traits that can be really powerful. Basically one of three start world's. At -1 there is a very, very tiny effect. Not even close. Hive minds need genetic ascasion 2 in order to intergrate other organic's and have no use for robots. Can assimilate enemy pops instead of having to purge/displace them. Also I hate that I can't just produce any more of my original race and I have to produce normal robots (synths) that can't be given full citizenship rights. Fully-developed planets can be outright ignored. You just need to hit zero, although low positives is better than low negatives. I do think you are discounting the amenities produced by the gene clinic though. 5x for this. ago. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. Then i build what i really need like worlds with at least 2-3 districts of a kind get the corresponding ressource building (mineral purification plant, energy hub or food processing plant). Slave can't be a late game crisis, robots can. 3) Diplomatic Penalty, people are going to hate you more. Amenities are the stuff that makes pops happy, like flat screen TVs and movies. To increase Amenities as a Machine empire, you will need to employ Maintenance Drones (you can get more of these jobs from Nexus districts) or by. 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. 75 housing while livestock/domestics take up 0. On bigger, urban, worlds you can end up with half the building slots used for maintenance buildings. Replicators costing alloys for upkeep doesn't matter since at the point you Synth ascend you likely already produce hundreds of alloys. At -3 as amall effect. iirc when you click on "make claim" you can the pick which systems you want to fabricate claims on on the galaxy map. The short answer is yes, the long answer is 'yes, and more so in a month. Each planet has a small chance of containing a modifier that will affect the colony should the world be colonized. This will displease any Spiritualist faction but it is well worth it. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. It definitely mitigates the problem a little, but it requires some cross-referencing to tell which adjacent systems are going to be most useful. City districts provide maintenance drone jobs which are your source of amenities. 9) of the game. your machine pops need amenities because for them the amenities are spare parts. Dunno. SmartForARat • Necrophage • 2 yr. 5, both are fine. Legacy Wikis. has_trait = trait_ingenious. Thus, the servitors could fulfill their desire of protecting of more organics without the need of force. Stellaris others ethics are nicely done, because they are vague enough to allow some freedom of interpration for the player. For machine empires you want emotion emulators for more amenities. 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. special desposits only get mined. the best ways to produce unity are when you get it with something else. Maintenance drones, medical jobs are what we have. For organics without consumer goods, they take a 50% penalty to research and to unity production. At -4 a somewhat bigger effect, and -5 a bigger one still. If habitability is very low, you can consider waiting to get another species in your empire that can better colonize it, or until it can be terraformed. If you still need amenities then take the hit and shift slaves to Domestic Servitude to get them off of the unemployed pops. If you're making it a foundry world, it might be best to just use the rest of the building slots for housing buildings. ; About Stellaris Wiki; Mobile viewPops have a base amenity requirement of 1 Amenities, slaves require 0. In my opinion, no. - Build 2 more worker districts, and 1 urban district (you are probably starting to lack housing. You also do not need a transit hub on the. ago. Robots get the unique 3 point trait for a generic +5% output, which is great if you are modifying the whole species. Robots, droids and synths are the exact same "species", the only difference is your technology. Drones supply more amenities (4 a piece) than housing districts supplies housing (on top of the aforementioned prosperity. That said, IME Driven Assimilators can conquer basically the whole galaxy before you're worried about it. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. War Doctrines allow you to customize the way you want your fleet to fight by giving it various bonuses. Non adaptive is. Immediately engage compliance protocols and prioritize sentinel drone jobs. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Tech spawn rate: Base: 5 (lowest in game) Modifiers. Robots don't need food, and are 100% happy all the time. It doesn't synergize well. 0 base robot build speed, which becomes 3. You'll get the benefits of both slavery types by doing that. The psi corp resources from jobs buff in 3. 0 base robot build speed, which becomes 3. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. 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. Consumer Goods would be art, jewelry, video games, etc. Prior to 2. Consumer Goods. Where lithoids benefit is in upkeep, amenity needs, and job output: pop growth aside, compared to carbon-pops colonizing an 80% habitability planet, lithoids need -10% upkeep+amenities and give +10% job output. Robots are strictly pop growth, but extremely efficient. That gets amentity use down to . 5. ago. 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. ago. Pick robot or organic assembly and just use that one. It makes large empires, especially mega corps, crippling. 5. 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. } } civic_machine_maintenance_protocols sets weight factor to 1. ) Unlock another building slot whenever a planet runs out. Sharp decrease in amenities for robots using amenities. A while ago I tried building robots with the new pop-system. But generally, in Stellaris, if in doubt, do. 2. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. They're not intelligent. It’s absolutely required. With respect amenities is vague reference to medical help, since it comes from entertainment building. When you finish the prosperity tree you get +1 maintenance job per 20 pop for and extra 5 amenities per 20 pop. The shown amenities value is the available amenities value, or the surplus. The sector as a whole produces 40. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. 50 base organic pop growth (assuming you max out the growth formula bonus) + organic pop growth bonus AND 2 robot assembly + robot assembly bonuses. Scaramok • 3 yr. Most likely, it's my shoddy search terms but, regardless, Imma ask here. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. Ranging from a rival neighbor. As we learned back in March, researching technology to the highest levels in Stellaris may have its drawbacks, if you call destroying the entire universe a drawback. They can only resettle to a colony that has a vacant job for their strata or higher. Idyllic bloom, masterful crafters. I mean, you can easily store a robot somewhere. But as things stand right now in 3. Synths have easier upkeep, +20% to all production, crazy pop growth, better leader traits and 100% habitability. This is always a bottleneck for any gestalt empire. Slaves are cheaper to maintain and there are a number of ways to improve their production. - 20x if has any mega-structure (in any condition) within borders. They're the machine equivilant of city districts. 3) Do Rainbow in the Dark with any scientist, this gives him Paranoid. CryptoAvoid robots; make clones faster. The tech is there because machine empires can build bioreactor & feed bio pops. Robot armies are great for early game armies because they are immune to morale damage (0 morale in an army = -75% army damage output in that army!) and robot armies getting defeated. As for Prosperous Unification, it's value lies in snowballing; first 50 years are the most important time in the game, as far as competitive gaming is concerned. Making high amenities easy to gather (great for non-slaver authoritarians). You don't need a full house for it. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. Amenities. Has an opinion penalty with other empires for being an assimilator: -100 (individualists) -200 (spiritualists) -1000 (Democratic Crusaders) -1 replicator job & +1 maintenance drone job from capital buildings. )Galactic Paragons Expansion Features. Largely it's a great ethic for the temple replacement. Alloy, Living Metal, Nanites, and Zro deposits are collected passively, not lost. actually, the only civs i've played that needed lots of amenity buildings were gestalts. You use enough for amenities and then you get rid of the rest to fill jobs on other planets. We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. 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. Meanwhile slavery always remained a strong option but a bit micro intensive. It really isn't smart though in the early game for your core worlds. As a hive-mind I highly recommend going down the Synchronicity tradition tree and grabbing "Instinctive Synchronization" and then use synapse drones to produce amenities instead when you can, as this will boost both unity production and reduce the amount of. Pops grow slower in the early game, and require higher resource investments to build. Robots are assembled rather than grown, which means this can happen alongside organic pop growth, for more overall workforce. 2 amenities, so 9. B: Also, buildings that make more pops are very good, other than the Medical Post (it does not do enough to be worth a slot). +10% Robot Upkeep. This will make food-intensive economies like cloning vats supportable via tribute. Keep free housing at 3 or higher, and free amenities at 0 or higher. Take synchronicity traditions, then I take the AP that reduces amenities. Amenities represent the services other than housing that need to be available on a planet for pops to be happy. *. 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. 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. Other than that, look at what you're lacking. +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. Pops have a base amenity requirement of 1 Amenities, slaves require 0. The math might even make luxurious + build speed + minerals and energy a good start e. They have reduced housing need and are “employed” without needing districts or. Feasible, although challenging. Amenities as far as stellaris is concerned are non food and water necessities like being able to shower or have a table to eat at. Using +20% amenities trait helps you squeeze out more. Putting a robot assembly plant there is ideal. MoO1 lets you send population traveling between planets over time. This will make food-intensive economies like cloning vats supportable via tribute. You only need to worry about amenities enough to avoid negative levels. Though I would like to once again say that Charismatic/Repugnant makes little sense to affect amenities, even less to affect amenities in a Hive Mind, and Emulators/Uncanny makes NO sense to affect amenities in a Machine Intelligence. 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. However, for advanced resources such as Alloys, Consumer Goods, Research, and Amenities, you’ll need to construct buildings to produce them. 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. It works automatically, same for synths. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. If you're maxing out on resources you should be able to go far above 10k. See more posts like this in r/Stellaris. You need to make yourself likeable to avoid needless war. maybe you would need one temporarily on low habitability worlds (until. 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. 5 organic pop growth bonus. For growth speed, if you have 0 alloys, your robots shouldn't be able to be built, so reduce their growth speed by 75%.