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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.
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)
Agreed. The penalties are too strong compared to the benefits of higher approval.
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.
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.
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.
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.
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.