More planets helps you grow pops, more pops means more everything else. Machine Cult civic), like how Xenophobes are unable to give xenos Full Citizenship. For machine empires you want emotion emulators for more amenities. ) At 15 pops -2,2 (-4,6 if techn. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. Alloy deposits additionally make the Hab a mineral Hab. 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. How To Invade A Planet. Robots are also habitable everywhere, though later on this can be solved. DeanTheDull • Necrophage • 1 yr. Astral Planes Ownership Hotfix Released - checksum (462c) 4:34am. They shouldn't benefit from the despotic empire bonus unless they were sufficiently advanced to be enslaved to begin with. The primary downside of synths is simply that Droids are crazy. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. It's not enough for a planet's worth. Point 1: Resources. Sentinel posts and amenities. Organic empire that can use robots-- build a robot assembly plant. 4] [282d] Game Version v3. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. 3 change to habitats, being able to colonize with xenos due to migration pacts and the new Baol precursor race make. 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. Oh ok got it. You can add more on top of that with power drills or efficient processors or logic engines. In rare occasions you might develop two types of resource district on a world; this generally only happens on large worlds. Another drawback is the lack of choices in type of government and trait set up. And maybe that will change with 2. 5. High amenities can boost stability. Influence, alloys and empire size are critical now. By: The good aspects of the policy to outlaw robots include such things as avoiding -5 faction approval for Traditionalist (Spiritualist) pops, giving role-players and Dune fans the option to create an officially robot-free society, and giving challenge-seeking players an extra, in-game setting to achieve just that when Grand Admiral difficulty, x25 crisis strength and an unbelievably early. - 20x if has any mega-structure (in any condition) within borders. Holo-theaters if you need amenities (and are playing as a non-gestalt empire). As of 3. -The war exhaustion and influence doesn't make up for the new major bonuses for ethics. You only need to worry about amenities enough to avoid negative levels. Ascetic civic and networked amenities edict. It's pretty weak. You need to specialize which ever one you go with. Random anomalies can generate a great variety of planet modifiers but those usually do not have any effects. I mean, you can easily store a robot somewhere. People who want their copy of Stellaris to look as beautiful as possible should opt for the Beautiful Universe v2. Pre synth : 8. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. 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. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. If you are on repeatable tech and want to take the extra time. You're just overflowing Minerals anyways. 2) Survey Black Holes until you spawn the anomaly Rainbow in the Dark. But it is good that even they are more numerous, they only contribute to a smaller instability and Faction support. 5, both are fine. Unlike other races, robots can work on any planet and are incredibly efficient at every task you give them. The psi corp resources from jobs buff in 3. You need to. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. Nerf the Robot Factory and buff Gene clinics to be on par. slaves (D. 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. 75, and non-citizen Robots require 0. 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. It only decreases the average time it takes for a pop to resettle. ago. Designate the Habitat as a Hydroponics station and build Habitation districts. 161. And yes theyre build on tiles that have no Pop (they can have a building). It's the old Synthetic Age Perk that sucked a lot, re-purposed into an Ascension Path. Keep planet capacity high enough for maximum logistic growth bonus. I believe robots come in 3 levels, robots, droids, synths. A while ago I tried building robots with the new pop-system. There is really no reason to use gene clinics at all. thanks for the info,thinking of doing Domestic. . 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. They're also nice for learning parts of the game, in my experience. But the robot factory just kept spewing out robots and soon Earth was short on housing and jobs. Make us decide between growing Robots or Organics in the 2nd pop slot and you will immediately give players more options which should have been in the game. I recommend using indentured servitude for your bio pops and domestic protocols for your droids. Especially for Gestalts, since those are really bad at producing amenities. } } civic_machine_maintenance_protocols sets weight factor to 1. It really isn't smart though in the early game for your core worlds. Once you get Droids, they can work all worker jobs as well as most specialist jobs. Silfae's city sets updated by Nozeminer. Ranging from a rival neighbor. The default type of slavery in Stellaris is chattel slavery. updates the planetary capital, this also gives you amenities job, from there some city districts if needed for building slots and more amenites. Mostly because they can grow pops very fast at the start of the game. They may be positive, negative or mixed, identified by the color of the modifier's border. Bad choices would be - more basic resources (since those will be done by robots), better housing (since housing is irrelevant in 3. 9) of the game. Most likely, it's my shoddy search terms but, regardless, Imma ask here. Free amenities+constantly growing buffer for fast resettlement considering you can't resettle egalitarians easy. Research labs. 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. If true then Psionics really need a way to keep up in pop growth. ) Unlock another building slot whenever a planet runs out. I'm doing a wide genetic ascension path run and if I give my robots citizens rights it's going to break my economy with all the consumer goods needed, not to mention the housing. Its not necessary. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. Go to Stellaris r/Stellaris. If your robots are Uncanny, then Maintenance drones only provide 3. A robot factory's 2 alloys a month/5 energy upkeep mean that it will take about 40 years to pay itself off, but healthcare workers can be direct substitutes for your colonists (producing the same amenities) while also boosting both growth speed and habitability. If a pop is free, sentient and unemployed, they have a 10% (5% on beta) to resettle each month. You need that synergy to make Gene Clinics good. There's generally no point in building trade districts. Don't bother with robots with this origin. 3, and driven assimilator is an exceedingly strong variation on top of that. With respect amenities is vague reference to medical help, since it comes from entertainment building. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. 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. So by the time you can do synth ascension they are simply too powerful. Add Galactic Paragons to your empires and experience a new level of character and story as great leaders follow your lead to the stars. 1) Need to be either authoritarian or xenophobe (not every ethic gets it) 2) Much Lower happiness, if you can't combat the crime. Stellaris others ethics are nicely done, because they are vague enough to allow some freedom of interpration for the player. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. Bronze Age primitives will have 8 pops, so moving over 2 citizens as Colonists will let you upgrade the capitol and get 2. 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. And there seemed to be no way of assigning them to any specific job. 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. unlike the slavecivics its very well worth it. I am also starting in systems with little to no minerals, energy or science. With this in mind I want to get a bead on the pros and cons of researching synthetics. If you are unfriendly then robots are a good option. It just seems to be a general problem with Gestalts. 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). Top PostsJob/pop upkeep dwarfs it. Amenities. Today if you choose random for your crisis its completely random which and when it fires. emotion emulators, that +5% amenity tech and -10% amenity usage from tradition, as well as the prosperity finisher (1 maintenance drone per 20 pops). ago. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Stellaris. culture worker is one of the worst jobs in the game, 3 unity and 3 useless society research for 2 cg, it's very expensive. Divinity of life Stats Snapshot from the Stellaris WikiFor anyone who ends up here asking the same question, many more traits is a pretty good mod. Consumer Goods. The penalty for low Amenities is higher than the bonus for high Amenities. Different pop types, especially slaves and robots. Roboticists aren't affected by job output modifiers, so a roboticist on a tomb world is just as good as one on a gaia. Open comment sort options. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Secondly, you already have the Flesh is Weak perk, which gives you +33% robot assembly speed. You need consumer goods. To conquer a planet, you'll need Assault Armies. 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). It does not make sense robots robbing jobs from actual people. Bio-trophies need a damn 400 minerals per 10 pops to have jobs, they need food an amenities out the rear port. They don't seem any good Pops directly translate to power in Stellaris (more pops means better economy, better economy means better research and military), having. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. Stellaris Wiki Active Wikis. While habitats are good, it’s probably better to be funding colony ships. Making high amenities easy to gather (great for non-slaver authoritarians). 152. Since robots do not live under the Dystopian living standards, they still require 0. Their resource districts give an extra job. cornyclassic •. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. At the most go for 2 if not, not at all. Tech spawn rate: Base: 5 (lowest in game) Modifiers. High amenities can boost stability. They can only resettle to a colony that has a vacant job for their strata or higher. Each maintenance drone would produce 5 amenities and use 0,9 themselves for a net benefit of 4,1. Economy: You need a strong economy to fund your war. 0 unless otherwise noted. No shit they need them, that doesn't mean you need to fill every job. Dont take other other worlds. Tier III Synthetics can take all jobs except Ruler strata, and Personality Matrix tech allows them to take Ruler jobs and you to. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. See more posts like this in r/Stellaris. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. There are 25 amenities to go around – 8 surplus amenities, which is 47% of amenities used, so the 2 citizen pops get a 9. You'll need to prioritize energy production as much as possible to support your empire's growth and. I wouldn't recommend going synthetic as a necrophage. My standard trait setup for robots is Efficient Processors, Emotion Modulators, Mass-Produced, Luxurous and High Bandwidth. Get a migration treaty immediately so you can get access to other species. no need to build fortresses unless the planet is at risk of getting invaded or you want more naval capacity, No need to build holo-theaters unless you need amenities, No need to build precinct houses unless you have crime In general, the first thing you build is a clone vat, or robot assembly building, if you have it. Gotta spend the hoard on something. Robots need the amenities reduction trait as well cybernetics get that makes you use 50% less amenities imo. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. But it's plagued by "release first, balance later" policy that has led the ship design paradigms to be. 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. Install domestic protocols with robomodding and they'll produce amenities with no buildings if they'd otherwise be unemployed. It's impossible to turn off migration controls for machines/robots in Vanilla stellaris. Once you have a strong supply then you can start creating specialized planets. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. The massive increases in growth that the other paths give mean psychic has a hard time measuring up. Usually my build order as RS is Assembly, then the Bio-Trophy Building if my pets can. What pops are working the farming jobs and have one of them selected to see their traits 2. Droids are not robots. I believe that they do, If they didn't consume housing, they would be very unbalanced. 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. However, managing your planets really isn't that hard. 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. Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. 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. It's not good enough to be worth taking, relative to the other Origins. 2. Megacorp Civics tend to mirror the standard civics a lot. Each planet consumes 5 amenities base +1 per pop. Dependencies. Stellaris Real-time strategy Strategy video game Gaming 41 comments Best DoeCommaJohn • 2 yr. Robots don't need food, and are 100% happy all the time. Generally I specialise planets to have one output focus. I don’t think you can take the synth ascension as a machine, since becoming a machine is the next step after becoming a synthetic. There is really no reason to use gene clinics at all. There really should be a way for mechanics and organics to coexist. This includes weird worlds. Stellaris Manage Crime & Amenities with planet Automation. Precinct. I could be wrong about the high expense. tech is king in Stellaris. That gets amentity use down to . Their base value is also higher if I recall, with 4. Robot assembly. Largely it's a great ethic for the temple replacement. When I say “worst,” I do not mean bad. And giving the robots citizen rights kinda defeats their purpose if you play as an organic civ. Let's assume you have all the low hanging fruits, i. 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. Your void pops with 100% stability will easily produce almost 3 times more than base production. That will be a. 2nd if I got something like Robot assembly. If you do well, you can hit +10 growth for the bio pops, so the robots are +20% growth rate. One of your farming robots so their traits are shown 3. With transit hub, the chance is raised to 10% per month, or a mean time to resettle of 10 months. 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. Prior to 2. 7 Metallurgists and 1 Miner). The negative traits are really negative and make the early game even tougher to keep up. Non-sentients, however do not have the ability to choose. 11. Darvin: Using Medical Workers instead of Entertainer will leave you low on Unity. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as. e. 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. For amenities, we need 106 of them. The Death Chance is shown to show how likely it is they will need to be potentially replaced. • Amenities Production : +5%. I'm doing a wide genetic ascension path run and if I give my robots citizens rights it's going to break my economy with all the consumer goods needed, not to mention the housing. It doesn't synergize well. This will make food-intensive economies like cloning vats supportable via tribute. 2 amenities, so 9. 5 amenities as robot-servants. 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. The game omits both robot and organic maintenance cost in the sense of it. Can assimilate enemy pops instead of having to purge/displace them. 1 Housing needed per Robot Population. Another easy setup is to go for an Agricultural Habitat. Droids. Synths are built exactly the same as robots. - Build 2 more worker districts, and 1 urban district (you are probably starting to lack housing. That will put them at a Total War with all empires in the Galactic Community. Acoasma. As hive mind you dont benifit from war. I can only second the advice to not use Clerks for Amenities. These planets will operate on a deficit but you have resource producers. - When reaching 5 pops, build a robot assembly plant. Stellaris Amenities. - Build 2 more worker districts. 8 Maintenanec Depots, 7 Sentinel Posts, 75 pops (Assume the remaining jobs are filled by districts). Unless you're playing very aggressively (in which case, alloy forges everywhere ) they will almost always be your first building on any planet. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. 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. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your. 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. 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. For machine empires you want emotion emulators for more amenities. Pops grow slower in the early game, and require higher resource investments to build. 0 base robot build speed, which becomes 3. Planets without an atmosphere will also have less airborne dust. Robots and housing. • 3 yr. Your Prepatent Species are identical in choice to any normal species, but Necrophage species. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your. Upcoming dlc story pack with Space Rift anomalies to add new events in. Stellaris is a 4x grand strategy space game where you create your own race determining your species's traits to their form of government as you leave your home planet and exterminate, federate, conquer, engage diplomacy, genocide, and rig the space UN your way to victory. It is really unfortunate that this is so incredibly exploitable. 3 points of negatives. ~100ish minerals total, pretty good. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. My currently idea would be to make them building based, instead of pop-and job based. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. They give very few jobs, and the jobs they do provide are low-value. At -2 there is a tiny effect. 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). 8, which pays itself off in 25 months. If you dont stop their pop growth or neuter it you have to struggle with energy, minerals, food and amenities. 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. Lithoids also do not consume food, they consume minerals. The population growth bonus they give is so small they take well over 100 years to break even on their upkeep. The shown amenities value is the available amenities value, or the surplus. Basic robots can also be used to work on words you have terrible habitability for, at least until you learn terraforming. Also, incubators is a must, gives you more pop growth than any of the other pop growth traits. Since you have habitats, you do not have to spread out to find planets. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. Superconductive: +15% Energy Credits from Jobs. They're the. 2 though. thenewsheogorath. With respect amenities is vague reference to medical help, since it comes from entertainment building. Using +20% amenities trait helps you squeeze out more. You can't get the benefits of both at the same time in the same species. Ok, let's do the math here. Can't do subjugation wars. They are still solved via a single Policy (AI Rights nowadays) and do not properly use the Species Rights System. Sharp decrease in amenities for robots using amenities. In my opinion, no. 2. Yes they do, they influence migration. There's generally no point in building trade districts. With cyborgs its just 1/8. 42 Badges. 8. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Description Robots use amenities under Oppressive Autocracy [3. Do you find managing crime and amenities across your vast empire micromanaging hell, well no more. Biological is technically better when it comes to slave management but it's your. Thread starter bdolishny; Start date Jun 22, 2023; Jump to latest Follow Reply Menu We have. Clone vats will have their assembly rates boosted by gene clinic jobs, and robot factories won’t, making the cloning vats better overall. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. This mod should be added before the game has started. Each planet has a small chance of containing a modifier that will affect the colony should the world be colonized. 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. The main pro is the +10% robot output. 36 food and consumes 9. Ruler. . Robots is a tier 1 tech, droids is a tier 2 tech. Making high amenities easy to gather (great for non-slaver authoritarians). modifier = {. PSA for Opressive Autocracy. Robot and machine species do not consume food, instead they consume energy. 66 (Umbra) +11. While basic robots will contribute toward unemployment, there is a way around it short of selling your robots on the slave market - if you modify them to have the "Domestic Protocols" trait, any unemployed robot pops will immediately be granted the Servant job, which provides +5 amenities for the planet. Robots are strictly pop growth, but extremely efficient. Fully-developed planets can be outright ignored. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. no need to build fortresses unless the planet is at risk of getting invaded or you want more naval capacity, No need to build holo-theaters unless you need amenities, No need to build precinct houses unless you have crime In general, the first thing you build is a clone vat, or robot assembly building, if you have it. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. Of all the tradition trees in Stellaris, Supremacy is one of the best partially because of the finishing benefit of unlocking war doctrines. 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). machines arnt really overpowered per se, their playstyle is just ultra simplistic so its easy to "make the most of it" so to speak. Pokakalgavnom. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. 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. A big nerf on Maintenance jobs right at the start of 2. 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. 35. Luxury housing is especially useful when using things like robots, which still do require . 8 Agri-Drones) compared to 2 Alloys (or 0. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. The short answer is yes, the long answer is 'yes, and more so in a month. I am also starting in systems with little to no minerals, energy or science. Putting a robot assembly plant there is ideal. Proceed. Amenities are the stuff that makes pops happy, like flat screen TVs and movies. It's about the Mechanics Origin specifically. Memorialist can boost stability. Get a migration treaty immediately so you can get access to other species. Mechanist doesn't give more pops, it merely replaces some starting pops with robots. It also produces 5 amenities for 1 Consumer good. 0 base robot build speed, which becomes 3. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. The second thing to take into account is that, unless you take the Droids and Synths techs, Robots can only do basic level jobs. The AI uprising is easily the nastiest event in the entire game so I generally make do without robots. ago. a. And at that Moment, a T1 Gene Clinic compares favorable to a T1 Theatre. Give the robo planet to your local spiritulists, two birds with one stone. 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. Your void pops with 100% stability will easily produce almost 3 times more than base production. A very deep game with interwoven systems that you may never completely understand but it will be a lot of fun learning the complexities and mastering them. I feel borders in space shouldn't expand like they do in EU or CK. Being short on Amenities has a much bigger impact as having excess Amenities. Dunno. Not even close. Then, every so often, just resettle the robots to your production worlds. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. 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. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. Tier II, Droids, can take all Specialist jobs except Researcher. Slight to Sharp increase on energy. 5. ago. 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. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). 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.