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We know for a fact, better suited pops will displace existing workers - if they can work that Stratum.
We also know that a bit unemployment/overcrowding is expected.
And it would be trivial to modify the growth weight (wich decides wich Species will grow next) based on how many out of work pops of that (sub)species are on the planet.
So ideal (sub)specie would flourish. Faulty (sub)species would decline. Over really long time.

At the moment it seems like employability, including displacing less suitable workers, is not included in the calculation for migration. It would be great if it was however.
 
How do you figure combining slavery and robot into one empire is a bad idea?
How is that a question??? I am honestly not sure where you train of tought was derailed, that I need to answer this.

Robots are pops you build for menial tasks.
Slaves are pops that get a bonus to menial tasks.
Do you seriously not see the conflict that both kinds of population have for the exactly same jobs? Or the fact that only one pop will be better suited for any one Job, thus displacing the other?

At the moment it seems like employability, including displacing less suitable workers, is not included in the calculation for migration. It would be great if it was however.
It was not confirmed. But it would be dang odd if it was not a thing.
What we do have confirmed at least, is a option to focus on the growth of a specific species. So at least extreme discrepancies can be compensated for.

And when in doubt, I will just mod this in.
 
How is that a question??? I am honestly not sure where you train of tought was derailed, that I need to answer this.

Robots are pops you build for menial tasks.
Slaves are pops that get a bonus to menial tasks.
Do you seriously not see the conflict that both kinds of population have for the exactly same jobs? Or the fact that only one pop will be better suited for any one Job, thus displacing the other?

I would point out that decadent population treat robots as "owned-slaves", even if they are not working as slave, right now in 2.1. That may change.

There is also this screenshot of robot working as farmer/miner/servant (new worker job in 2.2) with an orange icon on the bottom left.

DkqjQ7aXgAAJGyM.jpg:large

I will give you a few guesses before boot up Stellaris to look at what the current "enslaved" icon looks like. The only difference is that the icon looks like a brain with a symbol inside instead of the cuff which can be put down to the fact that those robots are not fully synthetic.


Instead of arguing with you. I am going to ask you a question. How would you design Authoritarian and slaves guild to not work with enslaved robot and what is your gameplay justification for that?
 
There is also this screenshot of robot working as farmer/miner/servant (new worker job in 2.2) with an orange icon on the bottom left.

I will give you a few guesses before boot up Stellaris to look at what the current "enslaved" icon looks like. The only difference is that the icon looks like a brain with a symbol inside instead of the cuff which can be put down to the fact that those robots are not fully synthetic.
The slavery symbol is a set of chains.

That symbol is a brain with a Question mark. Propably denoting the questionable/uncertain sentience of those pops.
 
I would point out that decadent population treat robots as "owned-slaves", even if they are not working as slave, right now in 2.1. That may change.

There is also this screenshot of robot working as farmer/miner/servant (new worker job in 2.2) with an orange icon on the bottom left.

DkqjQ7aXgAAJGyM.jpg:large

I will give you a few guesses before boot up Stellaris to look at what the current "enslaved" icon looks like. The only difference is that the icon looks like a brain with a symbol inside instead of the cuff which can be put down to the fact that those robots are not fully synthetic.


Instead of arguing with you. I am going to ask you a question. How would you design Authoritarian and slaves guild to not work with enslaved robot and what is your gameplay justification for that?

Who posted that screenshot and where?
 
I would point out that decadent population treat robots as "owned-slaves", even if they are not working as slave, right now in 2.1. That may change.

There is also this screenshot of robot working as farmer/miner/servant (new worker job in 2.2) with an orange icon on the bottom left.

DkqjQ7aXgAAJGyM.jpg:large

I will give you a few guesses before boot up Stellaris to look at what the current "enslaved" icon looks like. The only difference is that the icon looks like a brain with a symbol inside instead of the cuff which can be put down to the fact that those robots are not fully synthetic.


Instead of arguing with you. I am going to ask you a question. How would you design Authoritarian and slaves guild to not work with enslaved robot and what is your gameplay justification for that?

That is the symbol for robots with the "AI forbidden" policy active, aka non-sapient synths.
 
Hmm I don't see that symbol often as I usually allow AI unless going for PSI ascension in which case I disable both robot worker and AI.

I also checked in-game it seems to be indeed robot slavery with "AI forbidden" policy.
 
How is that a question??? I am honestly not sure where you train of tought was derailed, that I need to answer this.

Robots are pops you build for menial tasks.
Slaves are pops that get a bonus to menial tasks.
Do you seriously not see the conflict that both kinds of population have for the exactly same jobs? Or the fact that only one pop will be better suited for any one Job, thus displacing the other?

In the current iteration, robot slaves get a bonus to energy production and no penalty to unity vs organic slaves that can get better bonuses to minerals and food production but can’t match unity and energy production. I’ve set up empires like this in the current version for RP and masochism reasons, mostly just mad that I can’t ascend into a caste system. The only good thing I’ll say, besides the small optimization advantage, is that they populate worlds incredibly quickly as robots don’t count towards the growth of organic pops and grow independently.

Obviously, this will all change with the the next update, but it is conceivable that it will make sense to have robots and slaves simultaneously. Will it be worth it or optimal outside of RP, who knows?
 
Obviously, this will all change with the the next update, but it is conceivable that it will make sense to have robots and slaves simultaneously. Will it be worth it or optimal outside of RP, who knows?
It is always suboptimal to have two species contest for the same roles. There is a minor window of opportunity where robots are build when slaves have not grown to the proper population counts. But that can be hardly worth a permanent Civic like Mechanist.

I also checked in-game it seems to be indeed robot slavery with "AI forbidden" policy.
AI Forbidden is more like Nerve Stapling then slavery.

I’ve set up empires like this in the current version for RP and masochism reasons, mostly just mad that I can’t ascend into a caste system.
Caste Slavery is basically "Authoritarian Slavery". And that Slavery is cut in favor of Worker Stratum bonuses + Stratified Society. Pretty sure living standarts still apply after Technological Ascension.

In the current iteration, robot slaves get a bonus to energy production and no penalty to unity
Non-Sentient/Enslaved Robots get no Energy penalty, because energy is the Robot equivalent of food. This was purely a balacne reason, that can change the moment the Robot Upkeep does.
That Slaves could even work unity Production was due to limitations of the Tile System, that the job System will no longer have. The slave can work the Farmer job, while the free pop can work the "Unity maker" job.
 
Caste Slavery is basically "Authoritarian Slavery". And that Slavery is cut in favor of Worker Stratum bonuses + Stratified Society. Pretty sure living standarts still apply after Technological Ascension.

We'll see, as I said before, I'm happy with the change to Authoritarians and, additionally, I do hope that ascended synthetic empires can make full use of all the living standards and strata. We won't know until release, and history suggests that we should be cautious. Dev time is finite, after all.

It is always suboptimal to have two species contest for the same roles. There is a minor window of opportunity where robots are build when slaves have not grown to the proper population counts. But that can be hardly worth a permanent Civic like Mechanist.

Double check what I wrote, the organics and synthetics each have a role that they are better at, therefore they are not competing for it. Even without mechanist, getting robots up and running is not that hard. Remember that it is a minor priority as it boosts the materialist faction happiness (and likely will still boost faction approval in the new update). Additionally, with the job system, as you expand your resource districts the slaves and robots should each shift into their respective job specializations automatically as they are grown or built, respectively.

Exactly how much value civics like mechanist actually give you is always debatable. I would also make the case that it would be boring to only play the game with super-optimal civics like mining guilds, cutthroat politics, and slaver guilds. (and I hope the update takes them down a peg)

Non-Sentient/Enslaved Robots get no Energy penalty, because energy is the Robot equivalent of food. This was purely a balacne reason, that can change the moment the Robot Upkeep does.
That Slaves could even work unity Production was due to limitations of the Tile System, that the job System will no longer have. The slave can work the Farmer job, while the free pop can work the "Unity maker" job.

Indeed, that's why I said it can all change. I know I (and many others) have said how happy we are that slaves will almost certainly be easier to manage in the job system (especially for the AI).

But consider this, if robots can perform the same job for less upkeep and greater output, is that not an advantage? Will propaganda machines allow them to do unity jobs otherwise allocated to expensive specialists? We already know from teasers that domestic protocols allow them to be "entertainers", normally a specialist job (as can domestic servant organic slaves).

As to whether this is ideal or not, you have to consider the upkeep, housing, and output of free organics vs organic slaves vs enslaved machines. Additionally unemployment and it's relationship to your planet stability and crime may also be a factor (a real problem in the historical roman empire, for example, between free pops and slaves for labor).

The main point is, I completely disagree that it will always be optimal to either have organic slaves or robot slaves but not both unless the devs deliberately design it that way in the coming update, and there is no indication (yet) that will be the case. Indeed, the lack of a tile system should make it easier to optimize. The problem currently is that the benefits really are not worth the extra tile micro, unless, for an RP example, you wanted a ruling class that only ever touched buildings and tiles with research output.
 
But consider this, if robots can perform the same job for less upkeep and greater output, is that not an advantage? Will propaganda machines allow them to do unity jobs otherwise allocated to expensive specialists? We already know from teasers that domestic protocols allow them to be "entertainers", normally a specialist job (as can domestic servant organic slaves).
The only big question I have: How relevant is the Upkeep to figure out "wich pop is best" for any given job? In particular for habitability, that is a huge factor.

"Will propaganda machines allow them to do unity jobs otherwise allocated to expensive specialists?" Are we certain that is not a worker stratum, job? We know Jobs with simialr yields can exist on multiple strata. For example:
Soldiers are a Worker stratum job. Enforcers are a Specialist one.
Soldiers add +Naval Cap and +Defense Armies.
Enforcers add +CrimeSupression and +Defense Armies.

Servants is Worker Stratum and provides Amenities:
https://twitter.com/Martin_Anward/status/1029809808105504768
https://twitter.com/Martin_Anward/status/1029814984631566336
But the main source of Amenities for msot empries is in the Ruler Stratum:
https://forum.paradoxplaza.com/foru...ary-123-planetary-rework-part-3-of-4.1116917/
With the Entertainer Job as a option (propably Specialist Stratum).
 
I don't really like the idea of tying slavery to civics. There are so few civic point available, it's difficult to customize empires to any satisfying degree as it is.

Adding an additional civic point during empire generation would help with that, of course.
 
don't really like the idea of tying slavery to civics. There are so few civic point available, it's difficult to customize empires to any satisfying degree as it is.
Slavery is not tied to a Civic. Self-Slavery is. There is a huge difference.

Caste Slavery is no longer a mandatory feature for Auhtoritarians (asuming it still was one in 2.1.3). And the new Pop non-management means it might be possible to run without caste henceforth. The reasoning behind caste (have the game manage Ensalvement based on tile yields) might be superseeded by the fact that workforce is self-managing and jobs are a thing.

Xeno Slavery is still fully possible as Authoritarian
While robot Slavery was always an option.
 
AI Forbidden is more like Nerve Stapling then slavery.

I just checked in-game using some console cheat so I don't have to waste 10 year waiting for policies time out.

Here is my result. Research synth via all tech console while AI is on forbidden setting give you no productive boost whatsoever and they are treated as droid. Next thing I did was moving up to AI servitude let you earn 5% more resource without any of the slaves bonus and wiki is wrong on that. But moving to AI citizen Synth cause you to lose the 5% productive boost in exchange they are not enslaved.

I did not replace the default robot/droid to keep the same testing conditions but I could change traits around but I don't think there was any point to doing that.

I don't think there is any point to unlock synth currently, if you are going to put them on AI forbidden and keep it there. I think it would be interesting to try to incentive people into research synth and go above AI forbidden unless you are facing The Contingency.
 
Slavery is not tied to a Civic. Self-Slavery is. There is a huge difference.

Caste Slavery is no longer a mandatory feature for Auhtoritarians (asuming it still was one in 2.1.3). And the new Pop non-management means it might be possible to run without caste henceforth. The reasoning behind caste (have the game manage Ensalvement based on tile yields) might be superseeded by the fact that workforce is self-managing and jobs are a thing.

Xeno Slavery is still fully possible as Authoritarian
While robot Slavery was always an option.

I feel like Xeno slavery just doesn't fit anymore for vanilla authoritarians, at least it should be impossible with xenophile authoritarians without self-slavery IMO.

I just checked in-game using some console cheat so I don't have to waste 10 year waiting for policies time out.

Here is my result. Research synth via all tech console while AI is on forbidden setting give you no productive boost whatsoever and they are treated as droid. Next thing I did was moving up to AI servitude let you earn 5% more resource without any of the slaves bonus and wiki is wrong on that. But moving to AI citizen Synth cause you to lose the 5% productive boost in exchange they are not enslaved.

I did not replace the default robot/droid to keep the same testing conditions but I could change traits around but I don't think there was any point to doing that.

I don't think there is any point to unlock synth currently, if you are going to put them on AI forbidden and keep it there. I think it would be interesting to try to incentive people into research synth and go above AI forbidden unless you are facing The Contingency.

AI servitude never gave the slavery bonuses AFAIK. It made organic slaves always better for minerals and food, especially with the proper traits.
 
Planetary Decisions
Twitter

A look at some planetary decisions that are available right at the start of the game in the Le Guin update.

DofV3zgXkAAoj4W.jpg
 
Twitter

A look at some planetary decisions that are available right at the start of the game in the Le Guin update.

DofV3zgXkAAoj4W.jpg

Nice. Food can still be used for extra growth but in an active rather than passive way. This seems to be more interesting, actually.
Love the luxurious tentacle icon.
Cool duality for martial law. Now it can be used to increase naval capacity during hard times which makes perfect sense. Also it's less usefull for the conquest now. While it prevents rebellions the stability bonus is outweighted by pop job production malus. I bet this malus does not affect resource gain from genocide, though.
 
Some more information:
Q: Oh I like that system! Can we scope to planet to determine if/when some decisions show up or not (like a planet modifier is present, or some unique resource)?
A: Yes, decisions can also be executed on non colony planets

Someone (but I can't find the question which is weird) asked how long the Martial Law lasted, since it's not specified, to which Wiz responded that Martial Law was a toggle