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fylkir.dangledong

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Jul 20, 2018
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I have 2 species of synthetic/mechanical pops in my empire. one of them is from a friendly compatriot, one of my vassals. the other is on a conquered cluster of planets, and now makes up the largest demographic in my empire. I don't want them. however, because I allow citizenship for the first species, I apparently can't do anything about the other. please, someone, tell me there is some way I can get rid of these pops. I'm already refusing them to migrate, enforcing population controls, but I am forced to allow them citizenship and not set them as undesirables to purge them. I must be missing something. how do I get rid of these unwanted synth pops without revoking citizenship from my other synth species?
 
I haven't tried it with synths so not 100% sure if this would work, but can't you integrate them by setting your synth template as default and changing the species rights of the other to integrate?

Been a while since I've played with robots so I can't quite remember if they're different species or sub-species.
 
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Why are they unwanted? Is there a practical reason? Or is this a case of "the game has no default function for something because there is no practical purpose for doing that thing"?
 
Why are they unwanted? Is there a practical reason? Or is this a case of "the game has no default function for something because there is no practical purpose for doing that thing"?
they are on the verge of open rebellion in the territory I've conquered, and I have a housing crisis in my core systems. their civics are also wildly incompatible with my own. I'd like to replace them with my people. also for RP purposes - they were eradicators, they were constantly warring with their neighbours, and the galaxy would be better without them, and I've never allowed species full citizenship immediately upon entry into my empire, but now I am forced to because I allow AI citizenship (for the purpose of the other, friendly AI race - who took decades to earn it). I also don't like having my founding species being outnumbered by a former enemy. there is plenty of practical purpose for being able to set different policies for different species, or it wouldn't be a feature. just for some reason, you can't really do it with synthetics. it's all or nothing, across the board. let me pose your own question back to you - is there a practical reason why one class of species shouldn't be able to be assigned assigned rights on a species-by-species basis, when every other one can? further still, is there a practical reason synthetics shouldn't have an intermediate 'residence' status option, when every other species has it?
 
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they are on the verge of open rebellion in the territory I've conquered, and I have a housing crisis in my core systems. their civics are also wildly incompatible with my own. I'd like to replace them with my people. also for RP purposes - they were eradicators, they were constantly warring with their neighbours, and the galaxy would be better without them, and I've never allowed species full citizenship immediately upon entry into my empire, but now I am forced to because I allow AI citizenship (for the purpose of the other, friendly AI race - who took decades to earn it). I also don't like having my founding species being outnumbered by a former enemy. there is plenty of practical purpose for being able to set different policies for different species, or it wouldn't be a feature. just for some reason, you can't really do it with synthetics. it's all or nothing, across the board. let me pose your own question back to you - is there a practical reason why one class of species shouldn't be able to be assigned assigned rights on a species-by-species basis, when every other one can? further still, is there a practical reason synthetics shouldn't have an intermediate 'residence' status option, when every other species has it?

Machines appear as one species so that they can be managed more easily from a pop-modding perspective. If your problems with them are more for the RP than their traits, which I appreciate, then you could put the worlds with them on into sectors and release them as one or more vassals. They'll inherit your government ethics and you can keep them that way for a time until integrating them, representing them "earning" the citizenship. Though any that migrate will have citizenship so you could still use the integration feature to ensure they are transformed into the synths you do like.
 
they are on the verge of open rebellion in the territory I've conquered, and I have a housing crisis in my core systems. their civics are also wildly incompatible with my own. I'd like to replace them with my people. also for RP purposes - they were eradicators, they were constantly warring with their neighbours, and the galaxy would be better without them, and I've never allowed species full citizenship immediately upon entry into my empire, but now I am forced to because I allow AI citizenship (for the purpose of the other, friendly AI race - who took decades to earn it). I also don't like having my founding species being outnumbered by a former enemy. there is plenty of practical purpose for being able to set different policies for different species, or it wouldn't be a feature. just for some reason, you can't really do it with synthetics. it's all or nothing, across the board. let me pose your own question back to you - is there a practical reason why one class of species shouldn't be able to be assigned assigned rights on a species-by-species basis, when every other one can? further still, is there a practical reason synthetics shouldn't have an intermediate 'residence' status option, when every other species has it?
Ah I see, we're talking about two individualist Machine empires? I don't have Machine Age, so I don't run into them as much.

The reason is that originally, robots only came in the flavours "robots built by organic empires" and "gestalt mind robot drones". So AI rights/allowances were chosen to be controlled by policies instead of species rights. You're correct that the "full AI rights" policy should just make robot species be treated as organic species, allowing for the usual species rights options. That's probably a good objective for targeted suggestions to the devs when the game is no longer on fire.

Similarly, I would like an Empire policy that determines whether you are allowed to give alien species citizen/residence rights and the like.
 
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Is this not what xenophobia and authoritarian ethics, and their opposites do?
They do have some limitations, similar to how spiritualist/materialist have limitations on the AI policies: Xenophobe enables alien slavery and disallows giving anyone aliens full citizenship. Xenophiles cannot enslave or displace.

But even if you don't have either of these ethics as dominant, there are still their factions with demands on the rights, and I would prefer being able to set it with a policy. Similarly to how the Egalitarians want the Resettlement policy to be disabled, they don't only become upset when you actually resettle a pop.
 
the situation has worsened. despite migration and population controls, they continue to multiply and spread across my empire. the war against them is long over, and so I'm not getting them as refugees from the (fortunate) empires who expelled them from the territory they conquered. they're now dominant on a quarter of my planets outside of the territory I conquered from them. do migration and population controls just not work? I'm afraid I may have to temporarily rescind citizenship from all machines and purge this species.
EDIT: fun fact, purging is another feature you can not selectively do against one machine species. if I want to keep the other machine species in my empire, I have to keep this one. this is ridiculous.
 
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Machines appear as one species so that they can be managed more easily from a pop-modding perspective. If your problems with them are more for the RP than their traits, which I appreciate, then you could put the worlds with them on into sectors and release them as one or more vassals. They'll inherit your government ethics and you can keep them that way for a time until integrating them, representing them "earning" the citizenship. Though any that migrate will have citizenship so you could still use the integration feature to ensure they are transformed into the synths you do like.
I don't want them to earn citizenship, I want their planets for my people. I want them eradicated, at least from my space.
 
Ah I see, we're talking about two individualist achine empires? I don't have Machine Age, so I don't run into them as much.

The reason is that originally, robots only came in the flavours "robots built by organic empires" and "gestalt mind robot drones". So AI rights/allowances were chosen to be controlled by policies instead of species rights. You're correct that the "full AI rights" policy should just make robot species be treated as organic species, allowing for the usual species rights options. That's probably a good objective for targeted suggestions to the devs when the game is no longer on fire.

Similarly, I would like an Empire policy that determines whether you are allowed to give alien species citizen/residence rights and the like.
this is my first playthrough so I don't really know what comes from what DLC. I'm be disabling that DLC going forward. Which is a shame, since I love the arc furnace and dyson swarm.