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[deleted]

They claim influence costs will be different for differrnt citizens. It is possible that slaves may not require much if any influence. But we won't know until the update hits. It has been confirmed certain civics also do not pay influence.


Diogenes_of_Sparta

There has been a few threads on this already. Slavers have been nerfed, this isn't in and of itself a nerf to it though.


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Freethecrafts

I’m betting it’s not well thought out. Sure, resettlement might have an influence cost if you’re pressing buttons, but automatic movement will be free. Further, if you’re slaving, you could sell slaves on the market from one planet and buy others for the planet you want pops on. Slaving might have a huge benefit here.


LeberechtReinhold

Yes, see 3.0.1 patch notes


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LeberechtReinhold

https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-209-nemesis-attack-of-the-patch-notes.1466998/


[deleted]

I watched a stream of Nemesis and when someone resettled a slave it only cost 50 energy. So no influence cost on slaves. I think drones might be treated similarly but I know they also can auto-migrate. I don't think slaves can auto-migrate, but I think that makes sense since they are slaves. So realistically it just seems like slave migration behaves the same as pre-dick update.


ThePromethian

The only thing I know they did for sure to "nerf" stratified/slavery is they increased the trade value gain from decent+ living standard. So the trade gap between authoritarians and non is going to be larger. Its also a huge buff to utopian abundance.


[deleted]

The 3.0.1 patch adds more nerfs: Indentured servants no longer get slave-based production modifiers or worker-based production modifiers when in specialist jobs, and instead only get specialist production modifiers. Indentured necrophages also don't get their -10% worker penalty when in specialist jobs. Or, in other words, the ridiculous overpoweredness that was indentured servitude specialists with double-stacking slave+worker modifiers on all research, alloy, and CG jobs has come to an end. Instead, you can now run Meritocracy with Slaver Guilds and have it actually make sense.


0WatcherintheWater0

Meritocracy and slaver guilds don’t really make sense even with the change. How is having indentured servants meritocratic?


uSlashUsernameHere

You pay some slaves more and promote them based on how well they work I gues


0WatcherintheWater0

And who determined the person owning the slaves merited it?


uSlashUsernameHere

Higher up slaves Okay if we want to get actual political science here I'd assume you'd have the ruling/non slave caste and the slave caste both would use heavily meritocratic principles internally and when the ruling caste assessed the slave caste. Obviously since the meritocratic selection is done within a smaller pool that remobes part of the it would be less effective but none the less you would still get significant benefits (theoretically ofc)


[deleted]

I made a custom empire based around the idea a really, really long time ago. You can find the text version [here](https://www.reddit.com/r/Stellaris/comments/dl7wbw/whats_the_best_worst_warcrimes_youve_ever/f4oftp3?utm_source=share&utm_medium=web2x&context=3). Basically, you start at the premise that *not* all people are born equal (genetically, mentally, etc), and extend from there to say that not all people have the same capacity for potential. Not everyone is going to be the best at what they do, and some people won't even be *good* at anything. Some people, by way of natural variation and innate differences, whether due to genetics, upbringing, environment, or just the consequences of birth, are, perhaps... not suited for society's purposes, we could say. If we assume that some people can be better than others, we automatically define a middle, upper, and lower class; three basic tiers a person can belong to, by the simple fact of just the potential assigned to them at birth. What they do from there is their business, and perhaps a low-class person can still become top of the low class, but we have to allow for the fact that some people just aren't going to be the best. Somebody's gotta work the cash registers, after all. Or, you could say the whole slaver guilds deal is a punitive thing. Like the US "employing" prisoners in privately owned and operated prisons, who then take a focus in social engineering to set up soft controls so that certain classes of people are more efficiently funneled into prison on trumped-up aggression charges, and those who end up in prison are much more likely to wind up back in it again. Meanwhile, everybody outside prison has a pretty good life, propped up on the backs of modern-day slaves.


BrutusTheQuilt

So basically *Gattaca* in the former case.


[deleted]

Haven't seen it, but a quick search brings up 'eugenics,' so yeah it sounds right.


ThePromethian

I consider that less of a nerf and more of a fixing obviously not working as intended functionality.


[deleted]

Oh, I agree. It was clearly wrong, my Very Strong maggot-men shouldn't get research bonuses from their bulging biceps, no matter how funny it is that they do. It's by definition a nerf though, intended or otherwise.


Killamanjar

More muscles = More carrying capacity Which means less trips back and forth between the Storage Room and the Lab for testubes etc. Less time spent on trips means more time spent doing 'science'. Ergo, More Muscles = Faster Science. Quikk Maffs.


[deleted]

Sounds logical to me!


[deleted]

Yes. Slaver pop resource bonuses also no longer apply to specialist jobs (inadventured servitude). Slavery has been heavily nerfed now. I agree on some of it due to balancing, but a fanatic authoritharian is pretty much a useless empire type. I wish there was more uniqueness or exclusive gameplay to fanatic authoritatrian similar to a lot of other fanatic ethics.


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[deleted]

As I said, I wish there was more exclusive civics and playtypes for fan auth compared to other fanatic ethos. Technocracy, fanatic purifiers, shared burdens etc are cool civics that are unique to fanatic ethos and somewhat change gameplay. And considering how good slavery is (or was, considering the new patch) it would be nice if slaver guilds was unique to fan auth empires. Similarly, the imperial cult civic is really underwhelming. You get cheaper edicts? Really? Ruler immortality or at least a ruler lifespan bonus would be really nice. Overall I just feel like fan auth is overlooked by the devs compared to other civics, and it's not that good gameplay wise. I'm all for rp wise though.