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Exobot population on asteroids

Posted: Thu Aug 29, 2019 2:34 am
by swaq
Maybe I'm going crazy but I don't recall having as much difficulty colonizing asteroids with Exobots as I had in my latest game. I found I needed Subterranean Habitation, Symbiotic Biology, and Xenological Genetics before Exobots will survive on asteroids. This seems like a lot for the only(?) species that can colonize asteroids.

Playing on v0.4.8+ (r18048.bf54787a9-1), compiled today.

Re: Exobot population on asteroids

Posted: Thu Aug 29, 2019 6:45 am
by Oberlus
Exobots have been poor on asteroids for at least three years (and several releases). Maybe since always.

Re: Exobot population on asteroids

Posted: Thu Aug 29, 2019 1:06 pm
by swaq
Yeah, I figured I just hadn't been paying attention before. I guess I'm just a little salty because I've lost three games on the same seed now and being able to establish Exobots on asteroids sooner would be a huge help for that particular galaxy layout. I should probably give up on it but now I want revenge, heh.

Re: Exobot population on asteroids

Posted: Mon Sep 02, 2019 5:34 am
by defaultuser
Or you need a robotic growth special before Xenological Genetics.

Re: Exobot population on asteroids

Posted: Sun Nov 17, 2019 7:26 pm
by Teensy Juggernaut
No I'm pretty sure he's right. Same thing happened to me when I first used 0.4.8-stable and I was confused. WTH? Where did my colony go?! So I re-colonized the asteroid outpost, just to watch them all break down (can robots 'die'?) and revert to an outpost in 4 turns. When, back in 0.4.7 and prior, we would race outpost ships to asteroid belts far afield from our supply lanes while researching a straight line to exobots; they wouldn't grow any (until you researched some habitation and robotic goodies) but they didn't die off, either. Which we'll still do, but now there's a little bit more research queue work to be done first. Not a big change, but like all changes, it takes a second to adjust.

Well, it's a cheap education, anyway. Dying in 4 turns only hurts while watching your freshly-completed shipyard disappear. Poof.

Re: Exobot population on asteroids

Posted: Sun Nov 17, 2019 8:02 pm
by alleryn
Teensy Juggernaut wrote:
Sun Nov 17, 2019 7:26 pm
they wouldn't grow any (until you researched some habitation and robotic goodies) but they didn't die off, either.
I'm skeptical of this claim. It's pretty rare to have a target population of exactly 1 (which you would need for no growth/decay after colonization). Usually you'll either have 0 and the species will die off, or greater than 1 and the colony will grow.

In particular i think it's all-but-impossible on an asteroid, which has size 3. Pretty much every change to max population i can think of (world tree being the only exception springing to mind) is in multiples of planet size, so a hypothetical exobot asteroid colony would usually have either 0, 3, 6 ... max population.

Re: Exobot population on asteroids

Posted: Sun Nov 17, 2019 9:01 pm
by swaq
Teensy Juggernaut wrote:
Sun Nov 17, 2019 7:26 pm
Well, it's a cheap education, anyway. Dying in 4 turns only hurts while watching your freshly-completed shipyard disappear. Poof.
Your buildings shouldn't disappear when a population dies out.

Re: Exobot population on asteroids

Posted: Sun Nov 17, 2019 11:05 pm
by Teensy Juggernaut
Ahh well TBH you're probably right, no idea, just know that you cannot build there once it zeros out. Never noticed if when you get back there after getting some research if it was still there... did notice stuff in the queue goes "never" but will definitely resume when you colonize again.

So if what you say is true, theoretically, PP waste aside, you could just constantly re-re-requeue an exobot colony, everytime it finishes, you get 3 turns of completion of what you've got in the queue? Like, I could have a 12-building complex built by suiciding exobot drones? Interesting. Wasteful, but still...

Re: Exobot population on asteroids

Posted: Sun Nov 17, 2019 11:08 pm
by Teensy Juggernaut
alleryn wrote:
Sun Nov 17, 2019 8:02 pm
Teensy Juggernaut wrote:
Sun Nov 17, 2019 7:26 pm
they wouldn't grow any (until you researched some habitation and robotic goodies) but they didn't die off, either.
I'm skeptical of this claim. It's pretty rare to have a target population of exactly 1 (which you would need for no growth/decay after colonization). Usually you'll either have 0 and the species will die off, or greater than 1 and the colony will grow.

In particular i think it's all-but-impossible on an asteroid, which has size 3. Pretty much every change to max population i can think of (world tree being the only exception springing to mind) is in multiples of planet size, so a hypothetical exobot asteroid colony would usually have either 0, 3, 6 ... max population.
You could be right, we could install older versions and play, it could be as simple as the prerequisite for keeping the exobot (poor) scenario alive and productive was in the chain when you batch-queued exobots. No idea. I DO know that previously once you had exobots, you could immediately, that turn, build on asteroid outposts and not die off. And in 0.4.8, you do.