Stellaris

Stellaris

View Stats:
Keansor Nov 3, 2021 @ 1:48pm
Slave processing facility not resettling unemployed slaves
As the title states, unemployed slaves don't seem to be getting automatically resettled by the facility. In fact, since I took migration restrictions off I think it might actually be reducing automatic resettlement because of the -50% resettlement chance. I've waited multiple months while watching the unemployed pops to see if it just takes a bit, but no dice. Am I missing something?
< >
Showing 1-12 of 12 comments
Ryika Nov 3, 2021 @ 1:55pm 
The base chance is 5% per unemployed pop (but does not apply to slaves). The slave processing plant reduces that chance to 2.5% (but it now does apply to slaves).

You'll have to wait a bit longer than "multiple months" to see your pops moving. Even at 5%, there's a good chance that some of your pops won't have moved after a year.
Keansor Nov 3, 2021 @ 2:15pm 
So instead of switching it to automatically resettle slaves every month while reducing the chance of non-slaves resettling (like I thought it would), it makes it *possible* for slaves to be automatically resettled while reducing the chance of resettlement overall? What a delightfully useless and poorly described feature.
I knew about (and was fine with) the low default resettlement chance values thanks to looking up how they worked, but this is something else. Thanks for the info.
RawCode Nov 3, 2021 @ 5:35pm 
slave facility is noob trap and waste of slot, just like gene clinic.

it's not really fun, but if you want to minmax eco meta, you must disable clerk jobs and manually resetle pops, both slaves and free, as soon as they are "born".


automatic resettlement is only viable if you want to decolonize planet and do not want to pay 200 influence.
CthuluIsSpy Nov 3, 2021 @ 5:48pm 
Yeah, I don't know why it reduces resettlement chance for everything. Pops probably need a rework in general. Late game it gets really tedious micromanaging everything, especially if you have slaves, and there tends to be more jobs than there are pops, making unemployment a non-issue.

In most management games overpopulation and unemployment is a problem. In Stellaris it isn't, and that's just weird.
Black_Rat Nov 3, 2021 @ 5:48pm 
while the slave facility may be a trap, i would argue the gene clinic is actually quiet good, especially the earlier you get it. Pops are king in stellaris and more pops is always better then less
Ryika Nov 3, 2021 @ 5:50pm 
Originally posted by Black_Rat:
while the slave facility may be a trap, i would argue the gene clinic is actually quiet good, especially the earlier you get it. Pops are king in stellaris and more pops is always better then less
The pop growth provided by the Gene Clinic is so minor, it may as well not exist.

Imho, the overall package provided by the jobs is not completely terrible anymore, but the building still underperforms and isn't really worth the slot.
CthuluIsSpy Nov 3, 2021 @ 5:50pm 
I would agree, but the growth rate is pretty pitiful and it requires 2 pops when it should really just need 1. It has good synergy with cloning vats though and it does increase habitability, making it somewhat useful in certain cases.

Still, its another case of a job in stellaris that doesn't do as much as it should.
Last edited by CthuluIsSpy; Nov 3, 2021 @ 5:51pm
RawCode Nov 3, 2021 @ 5:51pm 
Originally posted by Black_Rat:
while the slave facility may be a trap, i would argue the gene clinic is actually quiet good, especially the earlier you get it. Pops are king in stellaris and more pops is always better then less

it have reasonable effect only on planet with othervice zero habitability.
in all other cases you need like 60 years to get extra pop from growth bonus given by gene clinic.
Black_Rat Nov 3, 2021 @ 6:00pm 
Originally posted by RawCode:
Originally posted by Black_Rat:
while the slave facility may be a trap, i would argue the gene clinic is actually quiet good, especially the earlier you get it. Pops are king in stellaris and more pops is always better then less

it have reasonable effect only on planet with othervice zero habitability.
in all other cases you need like 60 years to get extra pop from growth bonus given by gene clinic.
Actually if you are at max logistic growth for pops its ~ 16 years.

4.5 * 0.125 = 0.56 per month extra
110 (for an extra pop) / 0.56 (the extra growth) = 195 months to get an extra pop
195 / 12 = 16.25 years

imo worth, and this doesnt count anything but the growth you get.
Last edited by Black_Rat; Nov 3, 2021 @ 6:01pm
RawCode Nov 3, 2021 @ 6:23pm 
Originally posted by Black_Rat:
Originally posted by RawCode:

it have reasonable effect only on planet with othervice zero habitability.
in all other cases you need like 60 years to get extra pop from growth bonus given by gene clinic.
Actually if you are at max logistic growth for pops its ~ 16 years.

4.5 * 0.125 = 0.56 per month extra
110 (for an extra pop) / 0.56 (the extra growth) = 195 months to get an extra pop
195 / 12 = 16.25 years

imo worth, and this doesnt count anything but the growth you get.

you math is wrong and does not take in account pops that actually work in gene clinic.

imagine, that your planet have 10 pops, each work in some job, producing 1 unit of something per month.

you get 10 per month, 120 per year, everyone happy.

when you build gene clinic, that will give you one pop per 16 years, you remove two pops, that will work in gene clinic.

now you have 8 per month and 96 per year.

this lasts for 16 years, total accumulated loss is 24*16 = 384

pop is born, now you have 9 per month and 108 per year

this lasts again for 16 years, accumulated loss is 12*16 = 192, total accumulated loss is 192+384 = 576

pop is born, now you have same 10 per month 120 per year and gene clinic, this costed you 32 years to reach same production as before you made gene clinic.

you lost 576 units total.

16 more years pass, you have exactly same production as before and new pop is born

now you have 11 per month and 132 per year, you still have 576 units loss and still have gene clinic.

16 years passed, additional pop produced 192 extra units and new pop is born, now you have 384 loss and 12 per month production 144 per year

16 more years passed, now you have zero net and 3 more pops producing 13 per month and 156 per year.

lets count:
32 years to fill gene clinic with pops produced by gene clinic
16 years to actually get extra pop that can do real work
32 years to cover lossed caused by removal of two pops
80 years total to get any real benefit from gene clinic
Black_Rat Nov 3, 2021 @ 6:28pm 
so even by your math it is worth it, is your point? in a game that lasts ~300 years 80 years to being a positive really isnt bad if you are planning for the late game. And thats just accepting your math without looking into it and finding any fault...which i could right off the bat, but lets not go there.
Last edited by Black_Rat; Nov 3, 2021 @ 6:30pm
RawCode Nov 3, 2021 @ 6:38pm 
Originally posted by Black_Rat:
so even by your math it is worth it, is your point? in a game that lasts ~300 years 80 years to being a positive really isnt bad if you are planning for the late game. And thats just accepting your math without looking into it and finding any fault...which i could right off the bat, but lets not go there.

probably yes, probably you can use that 80 years to produce alloys, turn them into ships and take planet or two (or much more) from AIs (not seen 300 years multiplayer game yet, almost every MP game ends significantly faster then 300 years).
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Nov 3, 2021 @ 1:48pm
Posts: 12