stellaris do robots need amenities. Hive Minds kind of need a touch up. stellaris do robots need amenities

 
Hive Minds kind of need a touch upstellaris do robots need amenities  If you're making it a foundry world, it might be best to just use the rest of the building slots for housing buildings

• 5 yr. Get in there and wipe them out ASAP. 35. 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. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Feb 28, 2019. 1 maintenance drone produces 4 amenities and uses 1 itself, so 1/4 of your total pop is just doing bullshit jobs. undercoveryankee. You only need 1 amenities build 1 habitat district and 1 mineral synergy building to complete the hab. 7 food and consume 9. 0 unless otherwise noted. 5. 5x if scientist has none of: * Expertise is voidcraft. It makes large empires, especially mega corps, crippling. 1 that kicks in at amenities > 5. Main species trait: intelligent, slow breeders, unruly, extremely adaptive. spiritualists have more amenities than they know what to do with. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. 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. The pop growth is too small to matter given how poor the amenity output is. If you don't have droids and domestic protocols then I don't even know how you've filled up on robots. 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. • 2 yr. First we don't need residental districts. There is really no reason to use gene clinics at all. City districts provide maintenance drone jobs which are your source of. ago. (5 base, 9 from residents, 3 from citizens). Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. No shit they need them, that doesn't mean you need to fill every job. 5. You need consumer goods. This will grant you enough jobs and housing. Depends on what is available in terms of planetary features etc. ago. 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. More planets helps you grow pops, more pops means more everything else. It is only worded differently in its description. (+3 for the organic pop, +3 for the robot pop). 4. It’s absolutely required. - 20x if has any mega-structure (in any condition) within borders. 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. A big nerf on Maintenance jobs right at the start of 2. Temple / Gene clinic provide amenities with some extra goodies. Unique Council Roles: Specialized roles and benefits are included in Galactic Paragons to. Traits. 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. 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. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. It's a place for breeding your slaves and has quite significant pop growth. For growth speed, if you have 0 alloys, your robots shouldn't be able to be built, so reduce their growth speed by 75%. At the most go for 2 if not, not at all. Megacorp is a way to be a massive galactic powerhouse as tall because with branches you aren't using pops for resources. Regular empire factions can potencially give ALOT. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. Trait. . Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. Using +20% amenities trait helps you squeeze out more. What pops are working the farming jobs and have one of them selected to see their traits 2. Nexus Districts also give you housing. Robots don't need food, and are 100% happy all the time. Making high amenities easy to gather (great for non-slaver authoritarians). GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. Content is available under Attribution-ShareAlike 3. They're the. Robotic workers policy refinement – This new policy dictates whether robotic pops should exist or not. You can get up to 80% stability at 100% approval IIRC. As of 3. So, technology A increased the chance of Crisis A and could make it fire earlier. Short answer is, you really shouldn't be suffering from too much deviancy early on. It's impossible to turn off migration controls for machines/robots in Vanilla stellaris. ; About Stellaris Wiki; Mobile viewPops have a base amenity requirement of 1 Amenities, slaves require 0. 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. With exclusive additions to the all-new Council. 0 was never released to the public instead making patch 3. There really should be a way for mechanics and organics to coexist. Business, Economics, and Finance. Robots and Machines are actually two different things (it's confusing, but that's the way Stellaris does it) and Machines do not have Happiness at all. 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. The colony must also have surplus amenities and free housing. They are all good choices, and picking your favorite is never a mistake. For Hive Minds, when you need amenities you can either employee Maintenance Drones which are just clerks but even worse, or you can use a building slot to make the Unity building which also grants amenities. Once you get Droids, they can work all worker jobs as well as most specialist jobs. Slaves are cheaper to maintain and there are a number of ways to improve their production. - 2x if has ascension perk Voidborne. Gene clinic for 10 amenities at cost of 2 pops and consumer goods, or 1 consumer good for 5 amenities Holo-Theatres for 20 amenities/2 unity or 1 consumer good for 10 amenities + 1 unity. Got great riffs with them. Drones supply more amenities (4 a piece) than housing districts supplies housing (on top of the aforementioned prosperity. The only choices to fix this with buildings are Drone Storage, which give +4 amenities which is barely a band. I think robots first is a good idea but rushing gene clinics isn't worth it. Then, every so often, just resettle the robots to your production worlds. Hi, I might be missing something obvious but neither Slaves nor 'free' Residents seem to be getting the bonus to happiness with positive amenities. Stellaris. entertainers (especially slave entertainers) are ok for unity as they cost only 1cg upkeep and the amenities surplus improve stability therefore output. Since you have habitats, you do not have to spread out to find planets. With respect amenities is vague reference to medical help, since it comes from entertainment building. They do however receive the malus from negative amenities. 75, and non-citizen Robots require 0. 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. Full list of future changes for Stellaris AI after patch 3. I'm fairly new so need a few tips on what to do with empty build slots and the different buildings. Top PostsJob/pop upkeep dwarfs it. High amenities can boost stability. Traits Intelligent Rapid breeders or budding. I have found a SUPER cheez way to get around the claims system in my recent playthrough. Compared to carbon-pops trying to colonize 60% habitability planets, lithoids need -20% upkeep+amenities and give +20% job output. 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. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. 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. machines arnt really overpowered per se, their playstyle is just ultra simplistic so its easy to "make the most of it" so to speak. I was playing spiritualist and used robots/droids to work on tomb worlds and habitats. 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. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. They are a different population so you can have a regular pop and a robot pop growing at the same time. With a robot design emphasizing low cost (Mass Produced. Cyborgs count as bios, not robots; they always cost food for as long as they're cyborgs, and won't cost energy unless later converted into full synths. I've almost mastered the planetary management and, usually, by mid-game I begin. 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. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. Machine Empires can take a very similar Path in 3. 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. 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. r/Stellaris • Federations need to be. If you use robots for you labor, they use. Emotion Emulators: +20% Amenities from Jobs Double-Jointed: −10% Pop Housing Usage Repurposed Hardware: –25% Leader Experience Gain When playing as. So there should be some way to rectify this, even if it is a policy you can set or unset. You use enough for amenities and then you get rid of the rest to fill jobs on other planets. Synths have easier upkeep, +20% to all production, crazy pop growth, better leader traits and 100% habitability. Nightmyre Apr 22, 2020 @ 2:44pm. 5 amenities per robot. Unlike other races, robots can work on any planet and are incredibly efficient at every task you give them. The next time you will need amenities will be 10 pops later. Another drawback is the lack of choices in type of government and trait set up. or like idk say average player's organic empire runs at 60% efficiency id say the same player would run a machine empire at 90%. To be fair, you're going to need upkeep for any building/job. Precinct. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. I didn't do the math on Superconductive, but if it isn't worth getting Ingenious / Industrious over Intelligent for. 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. 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. ago. 8. On that note, Paradox don't want to see their space-themed game to be lagging behind in terms of AI. Please note, this post isn't about the use of Robots being weak or strong. Tier III Synthetics can take all jobs except Ruler strata, and Personality Matrix tech allows them to take Ruler jobs and you to. A big nerf on Maintenance jobs right at the start of 2. 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. I'm literally doing this in a playthrough. 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. 0. I do not see any reason to not use them unless it is for rp purposes. It is absolutely *not* linear. You may need to manually set maintenance drone priority on colonies, especially in the early game, to make sure you are getting enough. The species trait Emotion Emulators lets you get from the base 4 to 5 amenities per maintenance job. A nexus district give 3 maintenance jobs for 15 amenities per district. 4% happiness bonus. Maintenance drones, medical jobs are what we have. JoshGamboa • 3 yr. 36 food and consumes 9. This is always a bottleneck for any gestalt empire. It only decreases the average time it takes for a pop to resettle. I’m “trying” to play a robot civ after getting megacorp, and I’m confused on how amenities affect robots This thread is archived. All robots will cost you 50 minerals and 100 energy credits to produce, but do not. There is really no reason to use gene clinics at all. 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. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. It works automatically, same for synths. This is not one of the better working or modable parts of Stellaris. City districts provide maintenance drone jobs which are your source of amenities. Another easy setup is to go for an Agricultural Habitat. 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. -Robots dont get any growth speed that is integral for your capital and making colonies useful. 6. Give the robo planet to your local spiritulists, two birds with one stone. Psychic ascension gives some cool stuff, but it doesn't give you any growth. This will add one Roboticist specialist job, which consumes two alloys per month and adds 2 robot assembly points per month (which are basically like organic growth points). You only need to worry about amenities enough to avoid negative levels. In order to steer their fledgling civilization safely across the stars, players will need to constantly. 55 organic growth per month + 2 robot assembly per month, assuming you can get the full +1. 5 amenities per robot. They give very few jobs, and the jobs they do provide are low-value. Since gestalt doesnt have happiness maintenance is how you affect your stability level. Districts are not meant to be more efficient, they are meant to provide you with jobs you want without population requirement like buildings do. e. Entertainers produce 10 Amenities and 2 Unity for 1 Consumer good. You do not need a transit hub for auto-resettle to happen. 2. We tried 0,25 habitable planets in the galaxy with no guaranteed worlds in multiplayer. Do not build Gene Clinics on newly established colonies, their base growth rate is too slow for Gene Clinics to be effective. You build and expand your empire with base resources produced on your planetary districts such as Energy, Minerals, and Food. Patch 3. A different template can be specified for each planet. 12 worker strata pops only costs you 4 consumer goods per month. The planet has maximum logistical bonus. It doesn't synergize well. Charismatic trait, some techs and a mega art installation. Nanites and Zro make it a science Hab. Protocols trait) can make amenities for free. So, we can see where the sector numbers. it really depends on what you need and what you're planning to do, but the research districts are great, and focusing one or two of the ringworld sections on agriculture will ensure no one in your empire will ever go. Don't need food, or consumer goods, and can be on any type of world. Slaves normally only take up . Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. Pops have a base amenity requirement of 1 Amenities, slaves require 0. August 15, 2018 ·. Ruler. 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. Traits. The second thing to take into account is that, unless you take the Droids and Synths techs, Robots can only do basic level jobs. Its not necessary. Biological is technically better when it comes to slave management but it's your. Building synths is playing with fire, because there's. With a robot design emphasizing low cost (Mass Produced. How To Invade A Planet. Roboticists aren't affected by job output modifiers, so a roboticist on a tomb world is just as good as one on a gaia. A thrall world is something you can only get if your empire practices slavery. 8. This is a fair point. Stellaris Manage Crime & Amenities with planet Automation. Synths are built exactly the same as robots. 36, which matches the sector food production. You can filter by species. Go to Stellaris r/Stellaris. This is true, but gestalts robots also have superior population assembly to other empires. So, if you play Residents, you have to really micromanaging Species as well. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. Once you get the droids tech. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). 28. 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. I guess amenities are generally anything comfort related. Then, all you have to do is build a Robot Assembly Plant on a planet. War Doctrines allow you to customize the way you want your fleet to fight by giving it various bonuses. Synthetic Ascension robot traits. r/Stellaris • Federations need to be removed from the Diplomacy tree. Now SOME of the dangerous technologies will play a role when your. Nexus Districts also give you housing. Get a migration treaty immediately so you can get access to other species. You need that synergy to make Gene Clinics good. Or robots need to be rejiggered in other ways. ago. Description Robots use amenities under Oppressive Autocracy [3. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. +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. } } civic_machine_maintenance_protocols sets weight factor to 1. To conquer a planet, you'll need Assault Armies. 3) Do Rainbow in the Dark with any scientist, this gives him Paranoid. War Doctrines are gated behind the Supremacy Tree. 7 (Seoo I) = 40. As well as Stellaris Evolved and Bug Branch. ago. Unemployed pops cannot auto-resettle away from a colony for the first decade after the colony gets founded. Robots can be given new traits via robo-modding, and the species template with the highest number of used trait points will be built by default. 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. Yes the traits are worse, but that just means you have smaller downsides with synths. The population growth bonus they give is so small they take well over 100 years to break even on their upkeep. People will always find a way to exploit it, the system honestly needs to be molded to what the ai will do the best with as the people will always do alot better at adapting. MEs don't get commercial zones, so they don't get that +10 Trade AND Amenities per building with no upkeep or material cost. This means that it can be very worthwhile to stay out of penalty, but the benefits of surplus amenities just aren't worth it. Let's assume you have all the low hanging fruits, i. X branch. Immediately engage compliance protocols and prioritize sentinel drone jobs. Of course, I'm slowly losing hoping that Stellaris will be worth investing more money in any time soon. - When reaching 10 pops, upgrade your main building (to remove the -50% pop growth) and build a civilian factory. 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. ago. gene clinics make amenities. The shown amenities value is the available amenities value, or the surplus. Needless to say that there's no chance they can survive that. Residents have -10 happiness, on top of no extra happiness due to "High Amenities" and they are unhappy with "Low Amenities". It generally is a lot better than materialist unless you go all in for a robot society or technocracy (with robot ascension being the best perk in the game). Chattel slaves can only do worker jobs but a have small buff to their productivity. 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. The main difference is one species can migrate and one cannot, so if you want your species to be able to migrate between your own planets, you need to prioritize which robot/synth gets built in the assembly section on each planet. No exceptions. There's a strange interaction between this civic and robot pops. So your colony will need to employ another amenity job anyway. 05 with Flesh is weak). 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. You'll get the benefits of both slavery types by doing that. 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. 1 Amenity needed per Robot Population. Spiritualist is just dumb. 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. thanks for the info,thinking of doing Domestic. Early game, you are more likely at around +4 growth, so a +50% growth rate. 6 per depot. Origins are a way to decide the beginnings of your society and can make all the difference to your gameplay. Though to be honest colonozing planets via droids is kinda reduntant in 2. Final note. Fanatic Spiritualist, authoritarian Dry world. . Robots can work as servants as well, provided they're outfitted with the "Domestic Protocols" mod. Sorted by: 5. 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. 4] [282d] Game Version v3. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. Sentinel posts and amenities. 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. Robots being able to perform. In order, the best government authorities in Stellaris are; Oligarchic, Imperial, Hive Mind, Corporate, Dictatorial, Machine Intelligence, and Democratic. Final note. I can agree that robots dont need chairs, beds, or anything like cg (I would argue that looking at researchers), but i cant agree that hive mind pops dont need so, especially if they are not fully one minded but semi-individuals (look at leaders), but even so, each organic life needs to sleep, and not all organisms can sleep while staying, and. +10% Robot Upkeep. 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. 75, and non-citizen Robots require 0. ) Unlock another building slot whenever a planet runs out. It is really unfortunate that this is so incredibly exploitable. 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. One of your farming robots so their traits are shown 3. Holo-theaters if you need amenities (and are playing as a non-gestalt empire). The second thing the Synthetics technology does is increase the chance of the end game crisis being the Contingency. Open comment sort options. In Stellaris where snowballing leads to more snowballing, this is incredibly strong. ago. The aim of this guide is to give some insight and information to new. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. Hive Minds and Machine Empires struggle with Amenities due to a deliberate design decision. Pre synth : 8. It's the old Synthetic Age Perk that sucked a lot, re-purposed into an Ascension Path. They're no different from a drill, a car, a spaceship, an automated assembly line, etc. With respect amenities is vague reference to medical help, since it comes from entertainment building. There is no reason a civic should override a cap. 5x for this. If you do well, you can hit +10 growth for the bio pops, so the robots are +20% growth rate. 2 amenities, so 9. 85 via research + the Vultaum relic. It's not like the robots are borderline sapient, are synthetic, or anything like that. 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. Idyllic bloom, masterful crafters. Can't do subjugation wars. Really, the species rights for Robot are very, very odd. The drawback is slow pop growth, and everything seems more expensive. 5. But -1 is not that big. Keep free housing at 3 or higher, and free amenities at 0 or higher. While you can't set the species rights of your robots to Full Citizenship because of your Xenophobia, you can see the Artificial Intelligence Policy to Citizen Rights, which will stop the chance of the AI uprising specifically. 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. You can add more on top of that with power drills or efficient processors or logic engines. When to Install. You need alloys. Tier II, Droids, can take all Specialist jobs except Researcher. Traditional. Most likely, it's my shoddy search terms but, regardless, Imma ask here. 1 Answer. 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. If you dont stop their pop growth or neuter it you have to struggle with energy, minerals, food and amenities. Services that make life easier maybe. Slaves are the property of the owners and cannot legally withdraw from the status of being property without the consent of the owner. 2. Mechanist doesn't give more pops, it merely replaces some starting pops with robots. Slaves do not exist to non-slave pops. Once you go into negative maintenance you lose stability really quickly. In this discussion, I will outline why I think a non-devouring swarm, hive mind is one of the best ways to play Stellaris. You need to give them Citizen’s Rights or take Flesh is Weak to prevent rebellion. Filling up new worlds is much easier as a synthetic or bio empire because they have access to both growth types. 75, and non-citizen Robots require 0. Install domestic protocols with robomodding and they'll produce amenities with no buildings if they'd otherwise be unemployed. Since robots do not live under the Dystopian living standards, they still require 0. I can only second the advice to not use Clerks for Amenities. 161. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. Thus, the servitors could fulfill their desire of protecting of more organics without the need of force. 5 amenities as robot-servants. Civics. Scaramok • 3 yr. The primary downside of synths is simply that Droids are crazy. However, managing your planets really isn't that hard. Fluffy-Tanuki • 2 hr. Replicators costing alloys for upkeep doesn't matter since at the point you Synth ascend you likely already produce hundreds of alloys. Fully-developed planets can be outright ignored. Also remember that happiness can only be boosted by 20% from amenities. These mods add ethic choices and civics to gestalts. 6 or so per pop. 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. Hive Minds kind of need a touch up. This includes weird worlds where there is limited mineral and energy deposits. 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. There's a strange interaction between this civic and robot pops. Also, techs are separated into tiers. has_trait = trait_ingenious. I recommend using indentured servitude for your bio pops and domestic protocols for your droids. But as things stand right now in 3. The short answer is yes, the long answer is 'yes, and more so in a month. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. Merchant spam can also work. Having high Amenities will increase Stability. The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. I apologize for the incorrect information in my previous response. It really isn't smart though in the early game for your core worlds.