Stellaris
Why do amenities only provide it's happiness bonus to Full Citizenship ONLY?
Hi,

I might be missing something obvious but neither Slaves nor 'free' Residents seem to be getting the bonus to happiness with positive amenities. They do however receive the malus from negative amenities. I have an empire where enslaved captured pop needed to be changed to Residents as I don't have dlc to have Slavery types to make slaves do specialist jobs. I didn't get the bonus after painstakingly raising the amenities to positive levels to counteract the 'recently conquered' 20% malus, didn't make a difference. Waited for the conquered debuff to wear off, didn't make a difference. Ended Martial Law, didn't make a difference. ONLY when they became full citizens did they start getting Amenity surplus bonus happiness. Same goes for an integrated Vassal whose pops started out as free, non-conquered, Residents from the moment of integration. Had to give them Full Citizenship to make it work.

If this is working as intended it is a harsh penalty on top of the 10% unhappiness already imposed upon resident status. But it doesn't make much sense to me. The tooltip for Amenities also flatout says it gives a happiness bonus regardless, without citizenship conditions or restrictions.

I wanted to retain some hierarchy between starting Empire pop and all integrated pops for political faction and a bit of roleplaying purpose. Now I just have to throw that out the window and use influence to suppress factions that require conditions I cannot fullfil to increase the rate at which they shift to ethics more amenable.

I play on vanilla, no mods, no dlc. Just 3.0.2
Ultima modifica da Flex0r75; 12 mag 2021, ore 13:36
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While I never understood why residents don't (never bothered to keep them since I first found it out back in 2.2), slaves were too easy to keep happy after 2.6, thanks to getting amenity bonus.
Messaggio originale di HugsAndSnuggles:
While I never understood why residents don't (never bothered to keep them since I first found it out back in 2.2), slaves were too easy to keep happy after 2.6, thanks to getting amenity bonus.

So they do get the amenity bonus as slaves? I didn't bother to check as I made them residents immediately. I don't have the dlc required for any other form of slavery than Chattel. And they exclusively do worker jobs. It is hardly feasible to resettle all unemployed slaves to other planets to replace your own empire full citizens workers and resettle them to fill the specialist and ruler strata jobs. Even with the free resettlement civic, habitability issues usually prevent this from making any sense. If slaves actually do get amenity bonuses I will have to revisit this strategy when I have the dlc's providing more lenient slavery forms...

Imagine having a stratified economy because it is your main governing factions talking point and being a worker in that economy (-10%), being a resident (-10%), recently conquered (-20%), having the exact opposite ethics faction requirements I can't possibly fulfill without pissing everybody else off immensely (-40%, way too harsh as well compared to the max +10% bonus when faction approval is at say 85%). Coming from a base of 50%, so you end up at -30% happiness. And not the ablity to counter even 1% with millions of amenities.

Still feels like a bug if it doesn't affect either slaves or full citizens negatively. Luckily the workaround is simply using anything but residents. Seems like it's put in there to purposefully nerf yourself into oblivion to give the AI a fighting chance.
Huh, I managed to miss that one. That is indeed a poor mechanic.
Slaves dont get the bonus either.
https://steamcommunity.com/sharedfiles/filedetails/?id=2485353343

For slaves it doesnt matter much since they have very low political power compared to specialist/rulers so their happiness has lower weight.

With Stratified Economy, a ruler has 10 political power and a slave 0.25
If 1 Ruler has 100% happiness and slaves have 0% happiness it would take 40 slaves to reduce happiness to 50%. ( 1 ruler = 40 slaves)

Slaves dont cost influence to move and they also cost 50% less energy to resettle.
Robots also dont cost influence but dont get the energy reduction.
Plus, slaves dont lock to stratas. (something that all Pops should have, imo)

(-40%, way too harsh as well compared to the max +10% bonus when faction approval is at say 85%)
Agreed. The penalties are too strong compared to the benefits of higher approval.
Messaggio originale di Tiasmoon:
Huh, I managed to miss that one. That is indeed a poor mechanic.
Slaves dont get the bonus either.
https://steamcommunity.com/sharedfiles/filedetails/?id=2485353343

For slaves it doesnt matter much since they have very low political power compared to specialist/rulers so their happiness has lower weight.

With Stratified Economy, a ruler has 10 political power and a slave 0.25
If 1 Ruler has 100% happiness and slaves have 0% happiness it would take 40 slaves to reduce happiness to 50%. ( 1 ruler = 40 slaves)

Slaves dont cost influence to move and they also cost 50% less energy to resettle.
Robots also dont cost influence but dont get the energy reduction.
Plus, slaves dont lock to stratas. (something that all Pops should have, imo)

But how would you solve having only your main full citizen pops if they were to have a severe habitability debuff, to growth, upkeep costs and production on your newly conquered enemy home planet with about 25 open specialist and ruler jobs? I have only Chattel Slavery as a vanilla option. Someone has to fill the specialists and ruler jobs. Not to mention
the influence costs for your main pop transfer if you don't have the civic, which would almost be mandatory if you plan to play your empire this way.
Ultima modifica da Flex0r75; 14 mag 2021, ore 15:42
Ruler jobs provide mostly Amneties or other ''green'' resources that dont get penalties. If they are low habitable planets you can use them for raw materials or use the Indentured Servitude slaev type. (allows that slave type to use Special Jobs)

Idk how ''Vanilla'' only having Chattel Slavery is at this point since Utopia is very cheap and in the starter pack for Stellaris. If you lack all the other Slave options then ofcourse, Slaves arent as good.
Messaggio originale di Flex0r75:
But how would you solve having only your main full citizen pops if they were to have a severe habitability debuff, to growth, upkeep costs and production on your newly conquered enemy home planet with about 25 open specialist and ruler jobs? I have only Chattel Slavery as a vanilla option. Someone has to fill the specialists and ruler jobs. Not to mention
the influence costs for your main pop transfer if you don't have the civic, which would almost be mandatory if you plan to play your empire this way.

You scrap most of the buildings and districts adding a lot of specialist jobs, stick to a few rulers, police and amenities, switch everything else over to basic resource jobs for the slaves to work. Moving workers/unemployed onto a newly conquered planet to fill a few ruler/specialist jobs to keep the slaves under control is a trivial cost and now you have a large influx of basic resources.
Messaggio originale di Tiasmoon:
Ruler jobs provide mostly Amneties or other ''green'' resources that dont get penalties. If they are low habitable planets you can use them for raw materials or use the Indentured Servitude slaev type. (allows that slave type to use Special Jobs)

Idk how ''Vanilla'' only having Chattel Slavery is at this point since Utopia is very cheap and in the starter pack for Stellaris. If you lack all the other Slave options then ofcourse, Slaves arent as good.

I found out that when the game gives a debuff 'Resources from pops: -XX%' they actually mean everything except administrative capacity, amenities and things like number of defense armies. I ended Martial Law, which gives the same resource production debuff as low habitability, once I got stability up high enough to take the hit. Everything went up by 33% immediately. Not only energy, minerals and food, but also unity, research, alloys and consumer goods. Even with the offset of going from 76% to 56% stability after ending Martial Law it still all went up significantly. It was a former enemy homeworld which had 49 pops filled to the brim with districts and buildings so it was immediately noticable.

I have had the vanilla game since release and I am just waiting for a sale to expand the experience. Just recently got back into it after 3.0. You can do many of the things introduced in some of the dlc's but in a bare bones variant. Much less options in the galactic council, federations and espionage areas. I can only passively spy to raise intel with the 'gain intel' operation being the only one available for example.
I ended Martial Law, which gives the same resource production debuff as low habitability

Habitability decreases resource gain by 10% for every -20 points. (max -50% at 0) Martial Law's is fixed at -33%. So its comparable to a planet of 34% Habitability. (Atleast resource gain. Low habitability has other penalties added)

For Stability: above 50 it gives +6% per 10 point. (max +30% at 100)
Below 50, it will reduce by -10% per 10 points. (max -50% at 0)

Martial does increase Stability with +5 for every Soldier job, so its mainly for those planets with very low Stability as you can easily raise them to 100 to offset the reduction in resources. Max Stability with Martial Law active = 30-33 = -3% penalty to resources.
The numbers check out, but scrapping all specialist jobs and only bring in a few happy rulers, cops and entertainers and make it a strip mine world sounds good too. I needed the specialty jobs production far more to turn my already abundant minerals into consumer goods and alloys so I just made them full citizens. Decent stability and 100% habitability gives great output. Stratified Economy is almost slavery to the workers anyway in regards to their upkeep.
Ultima modifica da Flex0r75; 14 mag 2021, ore 22:00
Messaggio originale di Flex0r75:
So they do get the amenity bonus as slaves?
Used to, between 2.6 and 3.0.
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Data di pubblicazione: 12 mag 2021, ore 12:15
Messaggi: 10