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For builds that don't pick pleasure seekers the amenities is probably fine. I've never used them myself but from looking over the wiki they look like lower grade planets just meant for creating pops and putting them to work. If you don't need this you don't need the planet type.
They likely thematically go with stratified economy, authoritarianism, slaving. +50% growth speed is a very strong bonus but reason it feels weak is the timing of when you can make the planets.
Their probably best late game for trying to overcome the growth slow sacrificing a planet. If you only have 5 planets you won't want to do this but late game planets will fill slower and slower. Meaning the more planets you get the easier it gets to designate one as a thrall world due to not filling all districts for jobs.
I mean yeah, that's the point. It's a world for slaves that produce resources for you, nothing more nothing less.
Slaves don't join factions, so that would be a waste anyway.
Yes, you're missing the fact that you've already invested into fixing the problems, so of course thrall worlds that are also meant to fix these problems in a simpler, but somewhat less efficient way, aren't going to do anything for you.
By running Servants alone, you're already giving up 10% Productivity from not running Chattel Slavery for example, and you've had to pick a very specific Civic to even get Servants to be borderline usable. You also have lots of micro in front of you, because Servants don't auto Migrate and will be very inefficiently gather in places where they'll just be producing way too many amenities, etc.
Overall, slave worlds are a very simple solution to keep worker-level slaves in check. It's a pain to unlock, and annoying to destroy all districts and buildings just so you can enact it, but when used for its purpose, it's still a very good option.
Thrall worlds are not meant to be super efficient. They are meant to make the headaches the large slave-occupied resource worlds easier.
Very good points overall. I think i'm seeing the point!
Though i would like to say that the 10% productivity loss from not having chattel slavery is offset by the 10% to worker jobs from rural worlds or 25% if you specialize to a specific resource. And the ethics attraction is for my rulers and the possible free pops, to make them stay spiritualist.
I will admit that the servants need some tinkering, but the servant job is a replacement for unemployment so making more jobs fixes the overproduction issue, and i don't let my slaves migrate in the first place (they have no rights).
But alright, all the post above have enlightened me to the benefits. It gives a comparable result while requiring much less investment from what i did. It's simple, so it's a convenient option when going around on a conquering spree. And when you get them early the pop growth is a considerable boon.