Entertainer is listed on the tooltip.Entertainer is another of the jobs they can't take.
Perhaps happy Egalitarians should get some positive events, and unhappy Authoritarians should get more negative events.
Entertainer is listed on the tooltip.Entertainer is another of the jobs they can't take.
Perhaps happy Egalitarians should get some positive events, and unhappy Authoritarians should get more negative events.
Same thing as HoI4, Political Power. Political Power in Stellaris is the weight by which a strata of pops contributes to a planet's stability. If slaves have 100 PP, workers 200, specialists 500, and rulers 1000, there are 1800 total points, and slave happiness would have 100/1800, or 1/18 of the impact on that planet's stability. Rulers would contribute 1000/1800 of the planet's total stability.Someone help. What does PP stand for?
Same thing as HoI4, Political Power. Political Power in Stellaris is the weight by which a strata of pops contributes to a planet's stability. If slaves have 100 PP, workers 200, specialists 500, and rulers 1000, there are 1800 total points, and slave happiness would have 100/1800, or 1/18 of the impact on that planet's stability. Rulers would contribute 1000/1800 of the planet's total stability.
At least that's how I think it works.
Yeah, each pop has political power, not each strata, that's my bad. You're right.If you have one of each then I believe so, yes.
If slaves have 100, rulers have 1000 and you have a planet with 10 slave pops and a ruler pop, the happiness of the single ruler contributes to 50% of the stability (1*1000) and the average slave happiness contributes to the other 50% (10*100). (Again, my understanding)
Also worth noting is that besides the name it does not contribute to how much a pop matters for national / faction influence (so a faction with 10 rulers with 1000PP is 1/5th the size of a faction with 50 workers with 200 PP).
90% to 100% stability adds 3% productivity bonus.i would definitely want that as part of internal politics dynamics in future, but in the game as it is now I would want something like making it harder to get and keep stability as a slaver (and not possible to get 100%, hopefully the update already does this), while raising the bonus for 100% stability. so a 100% stability planet currently grants a 30% resource bonus. If it was impossible to reach that number as a slaver without nerve stapling or something crazy at least, then the max bonus was raised to 40% or even 50%, it would make it far more meaningful to have a literal superabundance of amenities on all worlds and things like utopian abundance.
because as it stands now, going from 90% stability to 100% stability grants like a 1% bonus? It just makes no sense cause by the time I'm at 100% stability my worlds are costing me THOUSANDS of consumer goods a month for holotheatres and leisure districts and so on. I should get an in-game reward to match my smile when I hit these roleplay goals. I just can't play without maximizing utopia, and it makes no sense that the game doesn't care when I do AND liberate the galaxy along the way.
3% is so bad90% to 100% stability adds 3% productivity bonus.
I definitely agree with you. A 50% stable world at 100% habitability is currently better than a 100% stable world with 70 or maybe even 80% habitability. Extra amenities and faction approval in general currently have a very low impact on overall productivity. Also, can you even get more than 80% stability from happiness and PP alone?
They do, even with the 3.0 productivity debuffs slavery is too stable -- and given the pop growth malus and how great Raiding Stance is now, slave empires may have a bit of a buff in 3.0 overall, especially the "slave" empires which never use slavery (just capture and IMMEDIATELY naturalize xenos into full citizens).Still think the slavers in my multiplayer lobby have it way too easy.
The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage continue to apply.
I thought this bug was fixed in the last patch so that slave/worker bonuses no longer apply to specialist slaves?In 3.0.1 there was this fix:
Is anyone familiar with what exactly changed in the code? It seems odd to me that worker bonuses continue to apply to slaves in a specialist job.
that's way better and makes me happy I always max out that last 10% to get to 100% stability on every colony in my utopia, not just the ringI fucked up. The bonus is actually 6%. More than each level of the Egalitarian ethic!