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jedavis

Trapped in a habitat factory
52 Badges
Oct 14, 2022
316
613
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Description
Stellaris [4.0.21] [bb43] Clone soldier zombies reanimated by Mechromancy decline without ancient clone vats

Game Version
4.0.21 bb43

What version do you use?
Steam

What expansions do you have installed?
Plantoids, Humanoids, Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Necroids, Nemesis, Aquatics, Overlord, Toxoids, First Contact, Galactic Paragons, Astral Planes, The Machine Age

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
What I did: As a determined exterminator, took the Mechromancy perk, captured a Clone Army's homeworld, and began purging their pops.

What I expected to happen: one third of purged pops would become cyborg zombie pops due to Mechromancy and then I would use them to fill menial jobs for the rest of the game.

What happened: some purged pops became zombies, but those zombie pops with the Clone Soldier trait then began declining ("Base: 5.0"), presumably due to lack of ancient clone vats (which were demolished when I took the planet).

Since they're already dead and reanimated, it seems like ancient clone vats really should no longer necessary to sustain them?

Steps to reproduce the issue.
Take the Mechromancy perk and then capture a planet with Clone Soldier pops.

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