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Slaves and higher jobs
Currently I have 6 unemployed slaves of my own species (elven guys) on my capital world:
https://steamcommunity.com/sharedfiles/filedetails/?id=1823159442
They had been working the power plants before I decided to drop a bunch of other slaves in there to do those jobs instead.
Is there a way to turn them from slaves to "normal" people again? I have a couple of higher jobs (researcher, etc.) on the same planet that need to be filled, but sadly those slaves just stay unemployed. What am I supposed to do with them ...?
Originally posted by Prometheus:
Stratified does not create slaves. Its the Slaver Guilds civic that does this. This is the problem with Slaver Guilds. It has a mandatory minimum percentage of your population that will be slaves and those pops that get tagged as a slave stay a slave forever. They cannot be upgraded. This is the downside of Slaver Guilds and it is intended. Slaves are massively powerful. They produce more than a normal pop, cost less upkeep and can be made politically irrelevant with the slave building (do not decrease stability). The downside of dealing with slaves is it is difficult to get those pops to work higher stratum jobs. Again, this is intended.

If you want to do slavery, its far better to do xeno slavery. Both Auth and Xenophobe allow this. You can set population controls on slaves when you don't want so many of them if they are xenos. Xenophobe also grants access to livestock slavery which is massively powerful.
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Showing 1-11 of 11 comments
titanopteryx Aug 2, 2019 @ 3:25pm 
To turn slaves into normal people, go into the species screen, cliick on them, up top there's a button for setting their rights, change their level of citizenship. They can be resident if you don't want them generating leaders, or full citizens.
𝔜𝔲𝔢 Aug 2, 2019 @ 3:43pm 
I know that.
The problem is, those slaves are of MY species and already have full citizenship. They get enslaved when working mines/fields (because of authorian slaver society, I guess). The problem is, I can't turn them back into non-slaves afterwards :)
titanopteryx Aug 2, 2019 @ 4:21pm 
Reset to default, or try that.
Nightmyre Aug 2, 2019 @ 4:28pm 
The only reason your own empire will enslave your empire-species workers is in one of two situations:

Either A) you have your species set to "Stratified Society", which makes workers become enslaved., or B) you have the "Slaver Guilds" ethic.

If the former, they should automatically fill the higher-ranked jobs. If the latter, well ... it's a bit finicky with how it works, which is why I've ceased using "Slaver Guilds"
Last edited by Nightmyre; Aug 2, 2019 @ 4:28pm
The author of this thread has indicated that this post answers the original topic.
Prometheus Aug 2, 2019 @ 8:21pm 
Stratified does not create slaves. Its the Slaver Guilds civic that does this. This is the problem with Slaver Guilds. It has a mandatory minimum percentage of your population that will be slaves and those pops that get tagged as a slave stay a slave forever. They cannot be upgraded. This is the downside of Slaver Guilds and it is intended. Slaves are massively powerful. They produce more than a normal pop, cost less upkeep and can be made politically irrelevant with the slave building (do not decrease stability). The downside of dealing with slaves is it is difficult to get those pops to work higher stratum jobs. Again, this is intended.

If you want to do slavery, its far better to do xeno slavery. Both Auth and Xenophobe allow this. You can set population controls on slaves when you don't want so many of them if they are xenos. Xenophobe also grants access to livestock slavery which is massively powerful.
Yumemirareru Aug 2, 2019 @ 10:16pm 
Use the "domestic servant" option and they won't be unemployed. They still won't fill higher jobs, but if you're using the slaver guilds civic, it'll keep that population ratio anyways. Over time they'll fill.
𝔜𝔲𝔢 Aug 3, 2019 @ 1:05am 
Thanks everyone :)
... is it just me or is the description of Slaver Guild really lacking any kind of meaningful information? -_-
Going to turn them into domestic servants for now (thanks @Yumemirareru) - no idea what to do about them in the long run though, but it's better than being unemployed :)

Originally posted by Promethian:
Xenophobe also grants access to livestock slavery which is massively powerful.
So far I feel they're somewhat lacking - I only get ~ 4 food per pop and mainly use them to just fill up planets.
Is there a way to increase their uses?
HugsAndSnuggles Aug 3, 2019 @ 3:01am 
Originally posted by Kiryan:
Thanks everyone :)
... is it just me or is the description of Slaver Guild really lacking any kind of meaningful information? -_-
It does. Mostly, it's a "slavery for xenophiles", when you give full rights (or residency) for xenos, and still want your workers to be effective. Like megacorp: there's little point in making one that's not F.Xenophile.

Originally posted by Promethian:
Xenophobe also grants access to livestock slavery which is massively powerful.
So far I feel they're somewhat lacking - I only get ~ 4 food per pop and mainly use them to just fill up planets.
Is there a way to increase their uses? [/quote]They take almost no housing and require no specialized districts. Also, you can genmod them to produce 6 food - needs bio ascension, but why bother with slavery without it?
Yeah it's a tricky process all in all.

It works great till the mid/late game where you start having city planets and then you end up with too many servants with domestic servitude while having jobs available for consumer goods ect.

At that point it's a good idea to switch over to something like egalitarian if you can, or to just take off slaver guilds and do authoritarian without it.
Last edited by Lady Crimson (RIP); Aug 3, 2019 @ 7:48am
Originally posted by HugsAndSnuggles:
Originally posted by Kiryan:
Thanks everyone :)
... is it just me or is the description of Slaver Guild really lacking any kind of meaningful information? -_-
It does. Mostly, it's a "slavery for xenophiles", when you give full rights (or residency) for xenos, and still want your workers to be effective. Like megacorp: there's little point in making one that's not F.Xenophile.

Originally posted by Promethian:
Xenophobe also grants access to livestock slavery which is massively powerful.
So far I feel they're somewhat lacking - I only get ~ 4 food per pop and mainly use them to just fill up planets.
Is there a way to increase their uses?

Well I enjoy it when not doing a xenophile simply because it supports the xenophile faction, and the faction is wonderful on influence and when you start doing federations.

It's also a very attractive faction and you don't have to bother with the messiness of having a species enslaved and micro managing said species for jobs.
Last edited by Lady Crimson (RIP); Aug 3, 2019 @ 7:50am
Originally posted by HugsAndSnuggles:
Originally posted by Kiryan:
Thanks everyone :)
... is it just me or is the description of Slaver Guild really lacking any kind of meaningful information? -_-
It does. Mostly, it's a "slavery for xenophiles", when you give full rights (or residency) for xenos, and still want your workers to be effective. Like megacorp: there's little point in making one that's not F.Xenophile.

Originally posted by Promethian:
Xenophobe also grants access to livestock slavery which is massively powerful.
So far I feel they're somewhat lacking - I only get ~ 4 food per pop and mainly use them to just fill up planets.
Is there a way to increase their uses?
They take almost no housing and require no specialized districts. Also, you can genmod them to produce 6 food - needs bio ascension, but why bother with slavery without it? [/quote]

Yeah it's the main reason to go xenophobe, and the primary reason to go genetic route over synth.
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Date Posted: Aug 2, 2019 @ 2:10pm
Posts: 11