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Suggestion Robot handling

Should Robots count as workers instead of captives for conquerors?

  • Yes

    Votes: 3 75.0%
  • No

    Votes: 0 0.0%
  • Other

    Votes: 1 25.0%

  • Total voters
    4

Qerewen

Active Member
Messages
338
so i have been thinking a bit about robots and how they work in conq.
and then i tried to experiment a little with them only to realize they are treated as slaves by the mod.

well one can argue that the machines are slaves but they are also machines not synths.
so instead of having robots count as captives have them be listed as workers would probably be more reasonable since the robot does not become sad and unhappy that it is growing tatos for a raider instead of a farmer.

So should a robot count as a worker type or should it stay a captive type?
 
Interesting.

Depends on how they fit in with the whole wages/rations/equipment system.

I suspect that they are considered "captives" not because they are, but so that they don't need full rations like "civilians" do.

"Civilian (Not an assignable type)
-They require only Rations.
-They cannot work Martial plots."

For Robots:
Full rations=bad
Cannot work Martial plots=Bad

"Captive (Not an assignable type)
-They require only half normal Rations.
-They increase the Control needs of the Outpost or Vassal they are in.
-They cannot work Commercial or Martial plots."​

For Robots:
Half rations=good, but none would be better
Increase Control needs=Bad
Cannot work Martial plots=Bad



vs.

"Worker
-They gain a bonus to production of Equipment/Rations/Wages when working the corresponding plot type.
-They will help defend during raids but if all Guard and Warrior types are killed they will surrender.
-They require only Rations and Wages."​

For Robots:
Bonus W/R/E production=good
Need (Full) Rations and Wages=bad

I suspect that a worker gets the production bonus to make up for the fact that every worker is one less warrior/guard.

I'm for a new category all together called "Robot"

Requires no W/R/E (making recruitment of regular recruits faster.)
Can work martial plots/commercial
Doesn't increase Control Needs, but lowers morale--Fear of being replaced, being made obsolete by the machine, idleness and shiftlessness once machines take over ordinary tasks.
(Lower morale ultimately equals lower production of W/R/E-- this could be the trade off for the advantage of free labor and to keep people from spamming robots to get around or game the W/R/E system)​
 
that is actually a good idea.
it would be interesting to have them in their own category

it could be balanced of like you said but what if the robot requires equipment to keep functioning call it fuel/spares?
Not enough equipment and the robots will stop being as productive and thus could become a drain on resources requiring more fleshbags to take their place in industrial plots to keep the bots going.

It could be a quest to have a mad mechanic assemble the robots and send them to the correct settlement for labour.
That way automatron is not required to get the robots deployed.
 
Robots should be of a different class. Zero needs for wages or rations, only equipment, and full productivity (no halved production penalty). But they do drag the morale lower the more you have them because they only have 50 fixed happiness. But they should add a higher cost to the settlement maintenance cost system because they run on energy source and need to be maintained from time to time.
 
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