You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). 6: true, but some of those also have negative effect, that machine dont gets, and same with sactions, some effect machines others dont so much. 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. Pick robot or organic assembly and just use that one. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. Their resource districts give an extra job. You can add more on top of that with power drills or efficient processors or logic engines. 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. 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. Legacy Wikis. Needless to say that there's no chance they can survive that. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. You also might be able to improve your fleet design. Final note. The shown amenities value is the available amenities value, or the surplus. Pops have a base amenity requirement of 1 Amenities, slaves require 0. Emotion emulators means you need fewer robots on maintenance duty, which means you can have more robots assigned to producing resources. The first iteration of robots is more along the line of a humanoid toaster - they take simple commands and perform pre-programmed motions. . '. Slight to Sharp increase on energy. 2 though. There's a strange interaction between this civic and robot pops. Without synthetic they are only good for minerals. Then move onto the next target. ago. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. Let's assume you have all the low hanging fruits, i. The main pro is the +10% robot output. You'll get the benefits of both slavery types by doing that. 3, and driven assimilator is an exceedingly strong variation on top of that. Secondly, you already have the Flesh is Weak perk, which gives you +33% robot assembly speed. Robots don’t always rebel. but you could for example build bigger fleet and conquer planets to get more pops as an alternative. 5 organic pop growth bonus. When the Overlord DLC drops, base resource tributaries will include food, and be able to do higher %s. Each maintenance drone would produce 5 amenities and use 0,9 themselves for a net benefit of 4,1. What pops are working the medical worker jobs and again one of them selected to show traits You want slightly above 0 income of resources like food or consumer goods that mainly get used for upkeep. 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. emotion emulators, that +5% amenity tech and -10% amenity usage from tradition, as well as the prosperity finisher (1 maintenance drone per 20 pops). 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. You may need to manually set maintenance drone priority on colonies, especially in the early game, to make sure you are getting enough. The negative traits are really negative and make the early game even tougher to keep up. I am using nobles in my empire, 3 noble jobs increase stability by 5 each. Chattel slavery means that ownership of slaves is a property right and is encoded into law as such. In fact, the tomb world one is better for a couple of reasons: You need one pop to keep the colony alive. War Doctrines allow you to customize the way you want your fleet to fight by giving it various bonuses. 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. 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. To be fair, you're going to need upkeep for any building/job. The second thing to take into account is that, unless you take the Droids and Synths techs, Robots can only do basic level jobs. Robots are also habitable everywhere, though later on this can be solved. The best trait builds for Robots and Machines in Stellaris! This video covers all of the traits available to both Gestalt Machine Empires and normal Robots. Watch on. Charismatic trait, some techs and a mega art installation. Another easy setup is to go for an Agricultural Habitat. I don't know how most people play this game but I for one play it as this interactive sf story maker. You only need to be developing 3 or 4 at any given time, and unemployed pops will migrate to where the jobs are automatically. Pre synth : 8. . spiritualist priests are ok for unity as they double up giving amenities. SmartForARat • Necrophage • 2 yr. For example, an empire with only the basic robot tech can sell a robot on the slave market, then an empire with the synth tech can buy it and it instantly is considered a synth, then an empire with the droid. My standard trait setup for robots is Efficient Processors, Emotion Modulators, Mass-Produced, Luxurous and High Bandwidth. You get a hunter-seeker drone out-of-the-box, which should be more than enough to handle any deviancy up to around like, 40-50 pops. Hive minds need genetic ascasion 2 in order to intergrate other organic's and have no use for robots. 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. You probably will not need many agri-worlds. Amenities are the stuff that makes pops happy, like flat screen TVs and movies. I feel borders in space shouldn't expand like they do in EU or CK. No Consumer Goods needed. Hi, I might be missing something obvious but neither Slaves nor 'free' Residents seem to be getting the bonus to happiness with positive amenities. - When reaching 10 pops, upgrade your main building (to remove the -50% pop growth) and build a civilian factory. Generally, there are 3 strategies you can mix and match. by making a beeline for the Robots Tech. Stellaris Manage Crime & Amenities with planet Automation. 2. 5 amenities per robot. ago. The math might even make luxurious + build speed + minerals and energy a good start e. 5, both are fine. So, technology A increased the chance of Crisis A and could make it fire earlier. ago. Then, every so often, just resettle the robots to your production worlds. And maybe that will change with 2. 0" mod fixes that by letting you turn migration controls off on robots/machines. 2 amenities, so 9. I do think you are discounting the amenities produced by the gene clinic though. A good way to ensure they don’t is to play as a materialist or to not take the advanced robot techs. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. Robots, droids and synths are the exact same "species", the only difference is your technology. Never played Plantoid. 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. Yes they do, they influence migration. There's generally no point in building trade districts. Planets generate Defensive armies based on their population and buildings, but these armies are locked to their home planet and cannot be sent to conquer other worlds. I keep only a few drones on amenities (just enough to keep me at 0) and let. 5. What pops are working the farming jobs and have one of them selected to see their traits 2. However, for advanced resources such as Alloys, Consumer Goods, Research, and Amenities, you’ll need to construct buildings to produce them. Futurama - Bender’s apartment. Since this civic changes the way amenities are normally generated, robots can be a huge drain on your planetary amenities. These planets will operate on a deficit but you have resource producers. None of the authorities have enough impact on the game to be a bad choice. 2. 2; Reactions: Reply. Machine Empires can take a very similar Path in 3. The need to have tons of pops just. I believe robots come in 3 levels, robots, droids, synths. Or robots need to be rejiggered in other ways. Their base value is also higher if I recall, with 4. The jobs a robot can have are limited by. First of the flesh is weak is still amazing for your organic pop and gives you +33% assembly speed. Patch 3. Has Robots and Cyborgs instead of just Robots. cornyclassic •. 5) Secure your empire and turtle. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. 0 (Umbra) + 9 (Seoo I) = 9, which matches the sector food consumption. 1. Chattel slaves can only do worker jobs but a have small buff to their productivity. Edit: I know drone storage and silos give amenities, but only a tiny amount. 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. Feb 28, 2019. I have found a SUPER cheez way to get around the claims system in my recent playthrough. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. The best trait builds for Robots and Machines in Stellaris! This video covers all of the traits available to both Gestalt Machine Empires and normal Robots. Pick robot or organic assembly and just use that one. Of course, in order to do that you’ll need a good supply of minerals. Research labs. 15 building slots, and let's assume ONLY those. Soon after colonisation you will need some source for Amenities, or start going negative. actually, the only civs i've played that needed lots of amenity buildings were gestalts. 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. It is really unfortunate that this is so incredibly exploitable. Planklength. DeanTheDull • Necrophage • 1 yr. (modified by 1% per habitability below 100%) So, let's do the math: Pops/Amenity Demand: Net Amenities(the number you see)/Total Amenities. Further, this is still more efficient than automation is. I never need planets as they cannot compare to the productivity of my habitats. 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. 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. 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. At -3 as amall effect. You'll probably be very fine running at -1 or -2 Amenities for quite a while, maybe even -3, but look at that which truly matters: Stability. you get robots you get two free tech, you get 5% maintanence cost reduction and you get 4 robots in the beginning. A different template can be specified for each planet. thanks for the info,thinking of doing Domestic. 8, which pays itself off in 25 months. For machine empires you want emotion emulators for more amenities. 8 (aka "Gemini") was released on 2023-05-09 alongside the Galactic Paragons expansion. I for sure agree with the robot assemblies being a higher priority. just my 2 cents. The bonus to everything, not needing food, immortal leaders, and 100% habitability everywhere. This will grant you enough jobs and housing. No additional Spawning Drone job: A 25% pop growth, while 1 Robot Factory adds 66% pop growth (2. Especially with good traits. *. spiritualists have more amenities than they know what to do with. After base amenities upkeep is determined, it can be modified by species, planet, or empire modifiers. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. You need a decent start and a way to not stagnate in the mid to late game as empire size adds up. Oligotroph (3). Please note, this post isn't about the use of Robots being weak or strong. Unless you are a devour swarm or into canabalism i would suggest avoiding getting other life forms on your planets. For organics without consumer goods, they take a 50% penalty to research and to unity production. 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). The game omits both robot and organic maintenance cost in the sense of it. 1, machine empires (except driven. 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. Midgame though if you want to play tall, definitely transition into habitats in the systems you wish to develop. Evidently, the code checks for machine intelligences and ascended synths, but not for robots in otherwise-organic empires. Compared to carbon-pops trying to colonize 60% habitability planets, lithoids need -20% upkeep+amenities and give +20% job output. Ranging from a rival neighbor. Also, techs are separated into tiers. 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. Generally I specialise planets to have one output focus. Build the specialized building for the resource you are extracting. ago. Stellaris: Suggestions. Because Stellaris is so bad about preventing snowballing, it’s way easier to play wide than tall. Plus they take so little housing I had 30+ servants on my capital no problems. Astral Planes Ownership Hotfix Released - checksum (462c) 4:34am. Doesn't make sense, as oxygen is already very corrosive. 6. 2 I routinely had games where I would have more robots than people, which isn't possible without shooting yourself in the foot and crippling your own pop growth RN, which is a shame as playing a MI or heavy robot. Unemployed pops cannot auto-resettle away from a colony for the first decade after the colony gets founded. 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. First we don't need residental districts. Putting a robot assembly plant there is ideal. Sentinels provide 2 jobs that, together, reduce Deviancy by 40. Robot assembly. This typically requires somewhere between 16-18 pops living on the planet with excess housing available. 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. 1) Need to be either authoritarian or xenophobe (not every ethic gets it) 2) Much Lower happiness, if you can't combat the crime. (+3 for the organic pop, +3 for the robot pop). Hive Minds kind of need a touch up. it's going to be an issue. 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. In Stellaris where snowballing leads to more snowballing, this is incredibly strong. They are still solved via a single Policy (AI Rights nowadays) and do not properly use the Species Rights System. Low stability is what reduces resources from jobs (-1% per stability below 50) 1. I always kinda find amenities as a resource kinda dumb since you only need just enough and after that anymore is pretty much useless. Replicators costing alloys for upkeep doesn't matter since at the point you Synth ascend you likely already produce hundreds of alloys. - When reaching 5 pops, build a robot assembly plant. Stellaris. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. When checked, the policy would make it so that in a job dispute between a pop and a robot, the robot gets the lower job, or the robot goes unemployed whereas the pop gets the job. Since you have habitats, you do not have to spread out to find planets. But the robot factory just kept spewing out robots and soon Earth was short on housing and jobs. spiritualist priests are ok for unity as they double up giving amenities. ago. There is really no reason to use gene clinics at all. I've been doing well with hive minds, but there is one aspect to running a hive mind that baffles me: amenities and stability. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. Therefore, non-sentient robots and droids, but not sentient synthetics, should be able to be resettled by individualistic societies. SmartForARat • Necrophage • 2 yr. Stellaris is an excellent game, but its graphics aren't necessary its best selling point. 1 Housing needed per Robot Population. 5. I am also starting in systems with little to no minerals, energy or science. thenewsheogorath. 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. Megacorp Civics tend to mirror the standard civics a lot. Regular empire factions can potencially give ALOT. Jul 23,. 8 per Job, or from 6 to 7. ago. My driven assimilator neighbors and I are in a federation, and IF the assimilators declare the assimilation CB as a federation member you. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. Domestic servants literally free up building slots from amenities production, that's a easy +1-2 useful buildings per colony. 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 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. the best ways to produce unity are when you get it with something else. The shown amenities value is the available amenities value, or the surplus. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. 2. If true then Psionics really need a way to keep up in pop growth. Proceed. Then, every so often, just resettle the robots to your production worlds. 36, which matches the sector food production. As for the amenities, there is an edict that provides each industrial district with an additional maintenance worker job which are then boosted by various ways to produce more while the amenity upkeep is reduced to 0. ~100ish minerals total, pretty good. JoshGamboa • 3 yr. Maintenance drones, medical jobs are what we have. The5lacker Banned. 4. You need to. 75, and non-citizen Robots require 0. Build lots of habitats and then ring worlds when you get. 5 after the tradition upgrade, while robot assembly base is 2 per job for a total of 4. 0) Government & Ethics. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. Tech spawn rate: Base: 5 (lowest in game) Modifiers. Each planet consumes 5 amenities base +1 per pop. Robots being able to perform researcher and cultural worker jobs is convenient but I can. Tier II, Droids, can take all Specialist jobs except Researcher. Dependencies. . 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). I think robots first is a good idea but rushing gene clinics isn't worth it. 1 Answer. It's a place for breeding your slaves and has quite significant pop growth. 6 or so per pop. Snapshot from the Stellaris Wiki Only reason you'd go pass level 2 is because you're role playing. Mostly because they can grow pops very fast at the start of the game. -Your ruler doesnt get any starting traits that can be really powerful. Unlike other races, robots can work on any planet and are incredibly efficient at every task you give them. you need to set the Government Policy to allow Robots first, then you can build them. 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. Can assimilate enemy pops instead of having to purge/displace them. #2. I believe that they do, If they didn't consume housing, they would be very unbalanced. More planets helps you grow pops, more pops means more everything else. It just seems sort of stale right now. 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. Luxury housing is especially useful when using things like robots, which still do require . Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. 0. - 2x if has ascension perk Master Builders. In Stellaris, once your empire borders another, there is little reason beyond arbitrary game-y reasons to promote conflict. subscribers . This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. If you need more combat advice, check out our Stellaris Ship Design Guide. Mechanist doesn't give more pops, it merely replaces some starting pops with robots. 6 per depot. See more posts like this in r/Stellaris. entertainers (especially slave entertainers) are ok for unity as they cost. Bad choices would be - more basic resources (since those will be done by robots), better housing (since housing is irrelevant in 3. 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. undercoveryankee. Traditional. If you already play with robot this a probably the best first ascension step and a great second ascension perk. With respect amenities is vague reference to medical help, since it comes from entertainment building. Today if you choose random for your crisis its completely random which and when it fires. Synthetic Ascension robot traits. Stellaris allows more custom ship designs than MoO's six. Making high amenities easy to gather (great for non-slaver authoritarians). 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. Early game, you are more likely at around +4 growth, so a +50% growth rate. The colony must also have surplus amenities and free housing. Since you have habitats, you do not have to spread out to find planets. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. If you are just starting your empire avoid research and culture buildings and go for energy grids, robot assembly plants, and alloy plants. ago. I guess amenities are generally anything comfort related. While habitats are good, it’s probably better to be funding colony ships. Except for a handful to appease the science faction. My robo-pops don't seem to mind the lack of amenities. Sharp decrease in housing for freed robots. There's a strange interaction between this civic and robot pops. Maybe make them increase habitability and reduce your job and upeek requirements, that way they are an actual alternative. 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. They'll also take up much less housing. ago. It works automatically, same for synths. So I need to move over robots that were working productive jobs just to provide amenities for the biotrohies (because it's gonna take 6 years to build new robot pops) Now, one of the main things about biotrophies are that they increase the output of other workers. ago. Robots should elimiate the decadence malus, since they can be used as servants which the decandent crave. Your void pops with 100% stability will easily produce almost 3 times more than base production. It’s absolutely required. Planets without an atmosphere will also have less airborne dust. 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. The reasoning behind individualists being unable to resettle pops is that resettling them would be infriging on their right to live where they choose. Low amenities -> Lower stability -> Negative modifier to "Resources from jobs" You need amenity-producing jobs to off-set this. They're just tools to be used to work jobs. 1 that kicks in at amenities > 5. Sorted by: 5. Before switching to synths, you could have a total of 4. Building synths is playing with fire, because there's. If you need amenities, just build a Nexus District. With a robot design emphasizing low cost (Mass Produced. As a driven assimilator you start the game with 6 points of pop growth per month. In stellaris there's 3 ascension paths. • 3 yr. 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. Yes, robots are very OP in 2. The main pro is the +10% robot output. 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. modifier = {. It makes maintenance drones give 5 instead of 4 amenities. Of course, I'm slowly losing hoping that Stellaris will be worth investing more money in any time soon. At -4 a somewhat bigger effect, and -5 a bigger one still. MEs don't get commercial zones, so they don't get that +10 Trade AND Amenities per building with no upkeep or material cost. +10% Robot Upkeep. S. Because Stellaris handles modifiers stacking additively, and because consumer goods upkeep is considered under the umbrella of all upkeep for robots, it is possible to double-dip into both robot upkeep and pop consumer goods upkeep reductions. You can't get the benefits of both at the same time in the same species. Stellaris Manage Crime & Amenities with planet Automation. Sharp decrease in amenities for robots using amenities. Between 1 and 0. 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. gene clinics make amenities. See more posts like this in r/Stellaris. A big nerf on Maintenance jobs right at the start of 2. Civics. 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. 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. a. Fanatic Spiritualist, authoritarian Dry world. 5. Scaramok • 3 yr. 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. Here are our Stellaris tips to help you out. Luxury housing is especially useful when using things like robots, which still do require . We'll assume the two colonist jobs are filled first and that your first colony is the assumable 80% habitability (demanding 1. The game omits both robot and organic maintenance cost in the sense of it. Different pop types, especially slaves and robots. Don't screw that part up. If you need amenities, just build a Nexus District. If it makes any kind of difference, I'm on the shattered ring origin. 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). Ensure you’re utilizing them effectively. Superconductive: +15% Energy Credits from Jobs. 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. 2. So the first issue is that MEs always have shortages of stability and amenities in this patch. Sometimes increase once you alter the pops to use even less. The top is a standard game start human who has surpassed the base age of 80. So, thrifty is a must for traits. Your void pops with 100% stability will easily produce almost 3 times more than base production. undercoveryankee. It makes large empires, especially mega corps, crippling. Since gestalt doesnt have happiness maintenance is how you affect your stability level. The sector as a whole produces 40. 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. 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. After. Robots are assembled rather than grown, which means this can happen alongside organic pop growth, for more overall workforce. - Build 2 more worker districts. A nexus district give 3 maintenance jobs for 15 amenities per district. Something that bugs me a bit is that robots use housing. This article has been verified for the current PC version (3. Stellaris Amenities.