Stellaris do robots need amenities. 1. Stellaris do robots need amenities

 
1Stellaris do robots need amenities  Making high amenities easy to gather (great for non-slaver authoritarians)

Origin: shoulders of Giants. Content is available under Attribution-ShareAlike 3. Robots don’t always rebel. Also, Charismatic or Emotion Emulators only boosts Amenities from 4 to 4. If charismatic trait and maintenance drones are the only answeres, then, yes, it seems that Gestalt Hive do need more pop dedicated to amenities than other designs. Plus they take so little housing I had 30+ servants on my capital no problems. In this discussion, I will outline why I think a non-devouring swarm, hive mind is one of the best ways to play Stellaris. Each planet consumes 5 amenities base +1 per pop. It's not good enough to be worth taking, relative to the other Origins. Also, techs are separated into tiers. +10% pop growth and +habibility isn't worth much as so few pops will have a low pop growth and increasing production and reducing upkeep of 3 pops that don't produce resources is pointless and you don't need the amenities. However, every empire can farm, even if you don't use the food, you can sell it on the market or trade it to other empires. 1. A nexus district give 3 maintenance jobs for 15 amenities per district. Non adaptive is. If you're making it a foundry world, it might be best to just use the rest of the building slots for housing buildings. has_trait = trait_robot_superconductive. The AI uprising is easily the nastiest event in the entire game so I generally make do without robots. Robots are also habitable everywhere, though later on this can be solved. If I make a single basic robot with no traits, it almost costs as much to give it mining drill with robomodding as it cost to research the robot tech. Dunno. The +1 leader capacity is non-trivial, and offers exceptional leader stacking potential. maybe you would need one temporarily on low habitability worlds (until. Sharp to middling decrease in consumer goods (if materialist), otherwise sharp decrease. Especially with good traits. Stellaris has a variety of archaeological sites that can provide valuable rewards such as artifacts, relics, and empire-wide modifiers. -The war exhaustion and influence doesn't make up for the new major bonuses for ethics. Pops have a base amenity requirement of 1 Amenities, slaves require 0. I think robots first is a good idea but rushing gene clinics isn't worth it. And Spawning Drones are the best pop-assembly job in the game; same pop assembly as a Roboticist, but with the added benefit of producing Amenities and having lower job upkeep (5 Food (0. 0" mod fixes that by letting you turn migration controls off on robots/machines. Using +20% amenities trait helps you squeeze out more. I am also starting in systems with little to no minerals, energy or science. Stellaris is an excellent game, but its graphics aren't necessary its best selling point. The need to have tons of pops just. Also robots are cool. Keep moving bio pops off the planet beyond the necessary to keep it stable (the two ruler pops) and just have the robots do the work. Bad choices would be - more basic resources (since those will be done by robots), better housing (since housing is irrelevant in 3. They're literally tools. Initially robots can only produce amenities as clerks or as robotic servants. When you look at Seoo I, the primitives in your territory, they produce 11. Robots is a tier 1 tech, droids is a tier 2 tech. There are 25 amenities to go around – 8 surplus amenities, which is 47% of amenities used, so the 2 citizen pops get a 9. A while ago I tried building robots with the new pop-system. Slaves are cheaper to maintain and there are a number of ways to improve their production. Robot and machine species do not consume food, instead they consume energy. With respect amenities is vague reference to medical help, since it comes from entertainment building. The Death Chance is shown to show how likely it is they will need to be potentially replaced. Ranging from a rival neighbor. You still need to care about amenities if you are a robot empire, and also crime (but it’s Deviancy). They're no different from a drill, a car, a spaceship, an automated assembly line, etc. In return the other empire would get robot pops, to avoid making this too op, they would only be able to work as domestic servants (makes amenities) and would not be able to rebel/contribute to a rebellion. Your void pops with 100% stability will easily produce almost 3 times more than base production. 0 was never released to the public instead making patch 3. By: The good aspects of the policy to outlaw robots include such things as avoiding -5 faction approval for Traditionalist (Spiritualist) pops, giving role-players and Dune fans the option to create an officially robot-free society, and giving challenge-seeking players an extra, in-game setting to achieve just that when Grand Admiral difficulty, x25 crisis strength and an unbelievably early. 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. Top PostsDespite the hype, robots aren't actually an asset for early-game economies. Where lithoids benefit is in upkeep, amenity needs, and job output: pop growth aside, compared to carbon-pops colonizing an 80% habitability planet, lithoids need -10% upkeep+amenities and give +10% job output. So, we can see where the sector numbers. 4) Do Drops in the Ocean with the paranoid dude you just got, pick paranoid lines until you get Maniacal. ago. (The mod assumes the default game setting value of 1. Precinct. Traditional. Stellaris. Legacy Wikis. Now let's mention that I am in no way stating that this is the absolute best type of way to play a race, this is just my take on Hive Mind, and how it helped me to master the basics of Stellaris. It is always crucial for players to maintain their lead in the galaxy by having a massive. Cyborgs count as bios, not robots; they always cost food for as long as they're cyborgs, and won't cost energy unless later converted into full synths. Robots are strictly pop growth, but extremely efficient. 2: 5 amenities -> 4 amenities. Divinity of life Stats Snapshot from the Stellaris WikiFor anyone who ends up here asking the same question, many more traits is a pretty good mod. It is available only if have the Utopia DLC for the biological empire or "Synthetic Dawn" if you want a machine one: Then on the right, under "Authority" you can select are you a machine or biological hive mind. Today if you choose random for your crisis its completely random which and when it fires. Megacorp Civics tend to mirror the standard civics a lot. I believe robots come in 3 levels, robots, droids, synths. Slaves normally only take up . Bio-trophies need a damn 400 minerals per 10 pops to have jobs, they need food an amenities out the rear port. While habitats are good, it’s probably better to be funding colony ships. gene clinics make amenities. The jobs a robot can have are limited by. So I'm planning on rolling up gestalt consciousness robots to play with my brother but something was confusing for me: as robots don't suffer from happiness, what's the amenities for? What happens in low stability worlds? I'm not expecting crimes or revolts, so what use are amenities for on worlds that purge pops not of my own empire? Can I. First off, the Synthetic tech gives +10% robot production. factor = 1. In order to steer their fledgling civilization safely across the stars, players will need to constantly. 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. 66 (Umbra) +11. In stellaris there's 3 ascension paths. For example mining districts would simply produce 8 minerals (+2 per tech), cost 3 energy and 2 amenities in upkeep and add 2 to deviancy. Biological is technically better when it comes to slave management but it's your. 3 points of negatives. 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. Before switching to synths, you could have a total of 4. In order to steer their fledgling civilization safely across the stars, players will need to constantly. 8 Agri-Drones) compared to 2 Alloys (or 0. It's not enough for a planet's worth. 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. 6 per depot. Immediately engage compliance protocols and prioritize sentinel drone jobs. Don't screw that part up. 4 Consumer Goods needed per Robot Population per month depending on Living Standards. Seems weird for a design supposed to be not afflicted by happiness but in need of amenities nevertheless due to maintaining (somehow) stability. Darvin3 • 4 yr. Stellaris. A materialistic ethic on the other hand makes rolling robots more likely. Traits. A robot factory's 2 alloys a month/5 energy upkeep mean that it will take about 40 years to pay itself off, but healthcare workers can be direct substitutes for your colonists (producing the same amenities) while also boosting both growth speed and habitability. Stellaris Manage Crime & Amenities with planet Automation. My "Slaves Can Auto-Resettle for 3. Idyllic bloom, masterful crafters. Stellaris Wiki Active Wikis. Zergor. This will make food-intensive economies like cloning vats supportable via tribute. 8. ago. My standard trait setup for robots is Efficient Processors, Emotion Modulators, Mass-Produced, Luxurous and High Bandwidth. In order to get access to any tier 2 techs you need to have researched 6 tier 1 techs (any category). Traits. Yeah, you have to choose between domestic or indentured servitude. A big nerf on Maintenance jobs right at the start of 2. You need alloys. In Stellaris, once your empire borders another, there is little reason beyond arbitrary game-y reasons to promote conflict. Then, every so often, just resettle the robots to your production worlds. See more posts like this in r/Stellaris. For the most part, though, Unruly is less detrimental than any 1-point downside even though it gives 2 points. Add Galactic Paragons to your empires and experience a new level of character and story as great leaders follow your lead to the stars. Terraforming to be 100% habitable for your pops. But it is good that even they are more numerous, they only contribute to a smaller instability and Faction support. Put that together, and your 2-pop comparison has gone from '20 amenities. With -50% housing, -50% Amenities, zero CG and a discount on Energy consumption they should pull their weight. 5 times the Amenities (plus 2 unity for 1 consumer good), and on most planets you'll meet your needs with one upgraded holo theatre. Pick robot or organic assembly and just use that one. Legacy Wikis. But as things stand right now in 3. • 1 yr. Stellaris: Suggestions. I colonize 50%+ worlds, with higher habitability focusing on industry/research and lower habitability producing energy-minerals-food, assuming no special modifiers. ago. You just need to hit zero, although low positives is better than low negatives. With cyborgs its just 1/8. In reality organics need a lot of resources on them also. 50 base organic pop growth (assuming you max out the growth formula bonus) + organic pop growth bonus AND 2 robot assembly + robot assembly bonuses. 7 food and consume 9. I don't know how most people play this game but I for one play it as this interactive sf story maker. You use enough for amenities and then you get rid of the rest to fill jobs on other planets. This doesn't really matter that much, as you'll get an end game crisis anyway and which one it is only really affects the flavor of it. good civis Merchant guilds - gives you a merchant job on every 10 pop habitat, this will give you the amenities/unity you need early on, trade is also flexibleNot always. War Doctrines allow you to customize the way you want your fleet to fight by giving it various bonuses. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery. Trade represents the transfer of goods or resources from one entity to another, usually with the intent of generating a profit from said transaction. You'll get the benefits of both slavery types by doing that. 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. Robots, for instance, may use. Traits Intelligent Rapid breeders or budding. For amenities, we need 106 of them. It doesn't synergize well. SmartForARat • Necrophage • 2 yr. - 2x if has ascension perk Voidborne. Oligotroph (3). More planets helps you grow pops, more pops means more everything else. The aim of this guide is to give some insight and information to new. With -20% Amenities from jobs this changes to: At 5 pops +1 At 9 pops -3 At 10 pops +2,8 (+0,4 if techn. It is absolutely *not* linear. It's a place for breeding your slaves and has quite significant pop growth. But all the other workers on the planet are only. Also servant I think that's the status, is a specialized type of slave that requires nearly nothing and gives basically free amenities. They give very few jobs, and the jobs they do provide are low-value. A different template can be specified for each planet. Other than that, look at what you're lacking. 2. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 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. a. Evidently, the code checks for machine intelligences and ascended synths, but not for robots in otherwise-organic empires. You build and expand your empire with base resources produced on your planetary districts such as Energy, Minerals, and Food. ) Unlock another building slot whenever a planet runs out. It only decreases the average time it takes for a pop to resettle. 6 or so per pop. They work somewhat like housing, in that supply and demand are calculated separately for each planet, but most of your Amenities will be created by pops holding suitable jobs and not by your. Keep free housing at 3 or higher, and free amenities at 0 or higher. 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. 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. They're not intelligent. I don't see how the devs would add this feature. In rare occasions you might develop two types of resource district on a world; this generally only happens on large worlds. 5. Keep planet capacity high enough for maximum logistic growth bonus. The shown amenities value is the available amenities value, or the surplus. - 2x if has ascension perk Master Builders. Rogue Servitor can use biotrophies to boost happiness and thus boost stability, but I don't recommend. Also remember that happiness can only be boosted by 20% from amenities. Invest in a gene clinic on your new colonies, not a robot factory. The bonus to everything, not needing food, immortal leaders, and 100% habitability everywhere. The Unity one. They give very few jobs, and the jobs they do provide are low-value. Modifiers applying: Robot Upkeep -20% from Fanatic MaterialistOnce players have researched the Megastructure they want to build, they'll next need to send a Construction Ship to begin the work, using the Megastructures tab in the ship's order menu. Sharp decrease in amenities for robots using amenities. #1. Basic robots can also be used to work on words you have terrible habitability for, at least until you learn terraforming. Wetherric • 4 yr. 5 amenities per robot. Ruler. It's about the Mechanics Origin specifically. I don't see how the devs would add this feature. Slaves do not exist to non-slave pops. It really isn't smart though in the early game for your core worlds. Therefore, non-sentient robots and droids, but not sentient synthetics, should be able to be resettled by individualistic societies. However, managing your planets really isn't that hard. Pops grow slower in the early game, and require higher resource investments to build. The pop growth is too small to matter given how poor the amenity output is. Organic empire that can use robots-- build a robot assembly plant. actually, the only civs i've played that needed lots of amenity buildings were gestalts. Acquire nihilistic acquisition (requires apocalypse dlc) and then try to fight long wars where you capture as many pops as possible. If you need more combat advice, check out our Stellaris Ship Design Guide. You probably shouldn't use them unless you've run into serious unemployment issues or do it. If you are on repeatable tech and want to take the extra time. Robots, droids and synths are the exact same "species", the only difference is your technology. 75, and non-citizen Robots require 0. There are multiple types of trade possible, each having different mechanics, and all play a large impact on the economy. r/Stellaris • Federations need to be. And robots are an early-game tech anyway, so whatever advantage you can gain is quickly obliterated. Don't need food, or consumer goods, and can be on any type of world. Organic empire that can use robots-- build a robot assembly plant. It works very well with mechanics that add 'just a few' amenities, at rates that are generally irrelevant. 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. Though if you are either planning to expand in Stellaris or wage war, robots are a great way to keep your assembly line’s going. Consumer goods are generally more technology, cars, phones, computers. I'm fairly new so need a few tips on what to do with empty build slots and the different buildings. When I say “worst,” I do not mean bad. Pops need 1 amenities each so when all is combined you will. Because of the resource demands in the early game and factions, you might have more of a problem with stability as you expand. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. g. In all of the games lately, I am starting at 0 or negative amenities for every game I play as a robot. Then move onto the next target. This page was last edited on 11 February 2020, at 18:14. ago. Never played Plantoid. At the most go for 2 if not, not at all. 2. Most only have slight wording changes so that they make sense for a corporation. With respect amenities is vague reference to medical help, since it comes from entertainment building. So, if you play Residents, you have to really micromanaging Species as well. undercoveryankee. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. JoshGamboa • 3 yr. It's the old Synthetic Age Perk that sucked a lot, re-purposed into an Ascension Path. Droids are not robots. This typically requires somewhere between 16-18 pops living on the planet with excess housing available. Robots, tier I pops, can do all worker jobs except Technician, which already allows your bio pops to take more jobs like Researcher and Metallurgists. Early game, you are more likely at around +4 growth, so a +50% growth rate. 8. Scaramok • 3 yr. Putting a robot assembly plant there is ideal. Stellaris Wiki Active Wikis. It generally is a lot better than materialist unless you go all in for a robot society or technocracy (with robot ascension being the best perk in the game). Of course, I'm slowly losing hoping that Stellaris will be worth investing more money in any time soon. The main pro is the +10% robot output. For instance, the Mastercraft Inc civic is exactly the same as Masterful Crafters. Machine Cult civic), like how Xenophobes are unable to give xenos Full Citizenship. I feel borders in space shouldn't expand like they do in EU or CK. Complicated answers made simple: All bio-pops use 1 food of upkeep per month, all robots use 1 energy per month, and all lithoids use 1 mineral per month. Usually a gene clinic is my 1st building. 5. And there seemed to be no way of assigning them to any specific job. And yes theyre build on tiles that have no Pop (they can have a building). 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). 1) Need to be either authoritarian or xenophobe (not every ethic gets it) 2) Much Lower happiness, if you can't combat the crime. S. Making high amenities easy to gather (great for non-slaver authoritarians). You need consumer goods. Non-sentients, however do not have the ability to choose. Since robots do not live under the Dystopian living standards, they still require 0. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. 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. Pokakalgavnom. 1 Housing needed per Robot Population. The galaxy is full of mysteries in Stellaris, ranging from the benign to the apocalyptic. What if droids and synths without sapience got nerfs to certain kinds of jobs? Droids could get like a -20% output for all specialist jobs and for synths without sapience that could be like -10%. Get a migration treaty immediately so you can get access to other species. 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. Its not necessary. I like to play robotic empires as they tend to be the most fun for me and, because of this, I have the ability to make better use of my pops as I don't need to worry as much about happiness. The second thing to take into account is that, unless you take the Droids and Synths techs, Robots can only do basic level jobs. 28. 1 Answer. Having extra amenities gives up to +20% happiness, and those robot pops open up more building slots without needing to waste districts/buildings on housing (particularly good on habitats where housing is at a premium). It is really unfortunate that this is so incredibly exploitable. They have some small benefits, but are just REALLY inefficient in terms of "yields per pop", An entertainer produces 2. Another drawback is the lack of choices in type of government and trait set up. My only thought then is that the ai thinks it doesn’t need the amenities, but in my mind this makes no sense as extra amenities increase stability and therefore output, unemployed pops create debuffs, and also entertainers also give (token) amounts of unity so there is other valuable output tooClick on individual pops and hover the mouse over the happiness stat. The growth is completely independant, so the robot assembly plant gives +2 growth to planet. Then I build a Robot Assembly, after that I build either a Farm or Mining District (my Capital is usually specialized in Energy and Research), in part so that my Robots can find Jobs in case they’re not Droids yet. ~100ish minerals total, pretty good. Can do Total Wars. 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. That might sound like a huge effect, but while I don't remember all the details of when I tried playing a Hive Mind last November, I'm playing Rogue Servitors right now, and even fairly developped planets. for robo-empires mechanist is a great startingcivic. I am using nobles in my empire, 3 noble jobs increase stability by 5 each. The psi corp resources from jobs buff in 3. then turn on Planetary Automation and never think about that planet again. - 0. Worth roughly half of a robot assembly building. Go with psionic or biological. Surprised that you think Superconductive and Repurposed Hardware is good picks tbh. No Consumer Goods needed. Pops is the main issue that must be solved compared to wide empires. the best ways to produce unity are when you get it with something else. The thought part is trivial -- put robots on whichever robot job produces something I need now, defaulting to minerals if both are in comfortable surplus. There's generally no point in building trade districts. Space amishs who don't want robots and tomb world, period. ago Not really. These planets will operate on a deficit but you have resource producers. 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. Boring. Robots need the amenities reduction trait as well cybernetics get that makes you use 50% less amenities imo. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. And you only need TEN pops to upgrade the habitat building- and then the assembler! 4) The +20% Amenities trait is S tier now. - When reaching 5 pops, build a robot assembly plant. Every 100 growth required is 200 alloys, 500 energy, and 50 pop-months that the robots have to make up. The only real bonus to prosperous unification considering that, is the special capital bonus, but even that is largely negated by you not having to pay any consumer goods, food, etc for the 12 robots from mechanist. undercoveryankee. This doesn't happen when I play but to verify I'll need some screenshots of the following: 1. Your Prepatent Species are identical in choice to any normal species, but Necrophage species. A big nerf on Drone edict: 25% pop growth -> 10% pop growth. They shouldn't benefit from the despotic empire bonus unless they were sufficiently advanced to be enslaved to begin with. It sounds like you may be on the verge of getting Battleships, so waiting for Battleships may be an option. it's going to be an issue. '. Please note, this post isn't about the use of Robots being weak or strong. City districts provide maintenance drone jobs which are your source of. If you don't yet have the Droid technology your robots are guaranteed to take mining and farming jobs. Each planet consumes 5 amenities base +1 per pop. Low amenities reduces happiness (-2% per missing amenity) which lowers pop approval rating, reducing stability and increasing crime. DeanTheDull • Necrophage • 1 yr. Hiveminds are really inefficient in producing amenities. It's not like the robots are borderline sapient, are synthetic, or anything like that. Your main species is fine for gaia worlds and relic worlds, but anything else will require a different species. When paired with the game's best traits, your race of space-dwelling. If you use robots for you labor, they use. It just seems to be a general problem with Gestalts. Thus, the servitors could fulfill their desire of protecting of more organics without the need of force. Early game they can only do food and minerals but as soon as you get droids they can do most jobs. I am also starting in systems with little to no minerals, energy or science. This is clearly a bug. A big problem for AI is still multicultural planets. 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. If it makes any kind of difference, I'm on the shattered ring origin. Though to be honest colonozing planets via droids is kinda reduntant in 2. High amenities can boost stability. 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. Normally you'd need a residential district or 2 and 6 mining bays with buildings as needed. 2 amenities, so 9. Prior to 2. The drawback is slow pop growth, and everything seems more expensive. In reality organics need a lot of resources on them also. 6. You only need to worry about amenities enough to avoid negative levels. Memorialist can boost stability. This leaves you with empty specialist job slots and unemployed slaves even though there's no reason for this to. You can also set up Robot Assmbly Worlds - build a habitat or two and only construct a Robot Assembly Plant on them. So there should be some way to rectify this, even if it is a policy you can set or unset. The main pro is the +10% robot output. Planets without an atmosphere will also have less airborne dust. It works automatically, same for synths. I very often don't need to build a entertainer building because the gene clinic along with the leaders often give me enough amenities to keep the population happy. An in-depth description from a player perspective of all the DLCs currently available for Stellaris, sorted in order of importance. It’s not a case of habitats being bad for robots, it’s more that their 100% habitability on all planets goes against the tall playstyle. Charismatic trait, some techs and a mega art installation. 1 Amenity needed per Robot Population. Their food districts can provide 6 food per jobs. Question. If habitability is very low, you can consider waiting to get another species in your empire that can better colonize it, or until it can be terraformed. To be fair, you're going to need upkeep for any building/job. You need to give them Citizen’s Rights or take Flesh is Weak to prevent rebellion. Of course, in order to do that you’ll need a good supply of minerals. Since you have habitats, you do not have to spread out to find planets. Regular empire factions can potencially give ALOT. Mnerals on the other hand allow mineral districts which means with 1 housing district you can turn any minral planets into a bunch of mineral jobs. If your robots are Uncanny, then Maintenance drones only provide 3. In theory robots do have a weak late-game compared to standard organic empires, but their early-game advantage will put you so far ahead that it doesn't matter. thenewsheogorath. Acoasma.