Purging should generally be done slowly, and as much as possible in one place. Also, since machines can force-build certain pops basically for free (no cost to build rate, only 10% of progress lost when switching) you can easily design an energy-specific model and use it wherever you have tech-drone jobs. Your pop upkeep will be a bit energy sinks so Durable is a nice trait (stacks well with some other modifiers from traditions, etc.). Grab the Capacity Overload edict as soon as you can afford it (shouldn't be hard you don't have a lot of other uses for influence). They use a lot of it, though, especially if you keep your Coordinators employed at all times (you can turn them on and off as needed to skip their upkeep most months, but you might occasionally get a tech or tradition later than you should). Machines have it even easier in some ways, such as being able to make dedicated researcher pops (robomodding is much "nicer" than the bio version) without needing to waste a 2-point trait on non-research pops.Įnergy can be obtained by purging, although machines also generate it very efficiently. Pick up Technological Ascendancy - machines don't have a lot of great APs anyhow - and don't wait too long on the Discovery tree.). Also use scientists with useful traits and high levels. Machines are amazing at tech I'm not sure how you managed to be falling behind but the strategies are the same as for any other empire (set aside some portion of your planets - ideally ones with bonuses like relic worlds or useful modifiers - as dedicated tech worlds, have a scientist assist research on those and use a governor with Analytical, fill them up with researchers and researcher buildings, use the Tech World designation, etc.
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