Asimov: Three Laws of Slavery (And how it wasn't nerfed)

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TothAval

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Slaves are the cornerstone of the strategy. Without it the strategy cannot be performed. A pop at 0% happiness will not produce anything, if you enslave that pop it might still be unhappy but you will get a standard yield out of it. This is the prerequisite for getting anything out of your early game conquests. As you really don't have the time and resources to wait 10 years before happiness is back up to a level where you will be able to make use of them.

Personally, I'd like a fuel system similar to other 4x space games (including Distant Worlds). So that rushers indeed don't snowball that quickly and the rest of the galaxy has time to react.

Isn't fuel already modelled in fleet upkeep? Maybe it would be enough if the upkeep costs scale with distance from the next spaceport.
 
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Averath

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This whole post seems to be leaning toward Xenophobic slavery. My Fanatic Collectivist empire was gutted by this change. Collectivist slaves should be treated as drones, not docile slaves. I have to wait for my pops to grow to enslave them, I don't just enslave alien species. If a Fanatic Collectivist is **forced** to use regulated slavery, then basic slavery has no place in the game whatsoever. As it is right now, slavery is in a really bad place. Collectivists should not cause any unrest, nor gain any support to free slaves. They're g'damn collectivists.
 
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Medicine Man

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I hope the Devs give this thread a quick read, especially the OP, as he lays out the balance issue with Xeno Slavery in good detail.

I have a few suggestions on how things could be balanced, both with regards to Slavery and Corvette rushes.
  • I like the idea of the home system getting a defense platform for free, or at least increasing the base strength of starbases.
  • Introduce an Operational Range mechanic, calculated from the nearest owned/allied/basing-rights starbase. Outside of this range fleets get rate of fire/accuracy penalties
  • Easiest solution to slavery being an overpowered momentum strategy: Make it cost a bit of influence to enslave a pop. Make it cost a lot more if that pop is non-collectivist or has the recently conquered malus. Problem solved.
 
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romothecus

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The cost of corvettes should just be increased significantly so that the balance isn't so stacked against investing in buildings or spaceport upgrades.
 

Panzerman03

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Not seeing how you're handling slave revolts. Ground troops won't cut it. 12 strong defensive armies get utterly annihilated by a slave revolt, and 10 assault armies + 8 defensive armies (landing the additional assaults as reinforcements) still lose by a big margin. By the time you enslave your second planet, you're looking at a malcontent slave faction that's going to revolt within 2 years no matter how you manage it.
 
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SkyllarRisen

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This whole post seems to be leaning toward Xenophobic slavery. My Fanatic Collectivist empire was gutted by this change. Collectivist slaves should be treated as drones, not docile slaves. I have to wait for my pops to grow to enslave them, I don't just enslave alien species. If a Fanatic Collectivist is **forced** to use regulated slavery, then basic slavery has no place in the game whatsoever. As it is right now, slavery is in a really bad place. Collectivists should not cause any unrest, nor gain any support to free slaves. They're g'damn collectivists.

Fanatic collectivists didnt get gutted. Ive had no problem in my game. If anything they got buffed because they now have access to both propaganda broadcast and share the burden.

I do agree there isnt really a choice between normal and regulated slavery atm.
 

The Founder

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I hope the Devs give this thread a quick read, especially the OP, as he lays out the balance issue with Xeno Slavery in good detail.

I have a few suggestions on how things could be balanced, both with regards to Slavery and Corvette rushes.
  • I like the idea of the home system getting a defense platform for free, or at least increasing the base strength of starbases.
  • Introduce an Operational Range mechanic, calculated from the nearest owned/allied/basing-rights starbase. Outside of this range fleets get rate of fire/accuracy penalties
  • Easiest solution to slavery being an overpowered momentum strategy: Make it cost a bit of influence to enslave a pop. Make it cost a lot more if that pop is non-collectivist or has the recently conquered malus. Problem solved.
The idea of using Influence for this is genius.
It is the main limiting factor for Colonisation too, so expanding it too (Xeno)Slavery would make a lot of sense.

Regarding defense:
You can now upgrade Defense Stations (within thier class only, I guess). That means they are already more viable then they used to be. of course that works especialyl for Despotic Empires with thier oversized station, but thier defense is not so much the issue.
 
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Tiaexz

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Go to love how I was afk for a minute after enslaving a new world, and the game spawned a rebel fleet better than mine, and the rebels had like 30 armies... a real spartacus moment. In comparison, I had 3 armies and only 13 corvettes, to their 30 armies and 20 corvettes.

Then my other slave planet, had 5 pops, and 4 disappeared in the railroad. Then it popped again.. good bye planet.

Yes... slavery is "hardly nerfed" like OP complains.
 
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Ceranai

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Your 1.2 build is impossible. Very strong is 4 trait points, industrious is 2 points, you have 2 -1 traits, leaving you wiiiiith. -2 trait points. You literally cant start the game with the build you posted.

Unless what you mean is that these are good traits in general. In which case you dont really have a op build you just have a list of things that go well with slaves
 
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Alturys

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op, I think you should test with Asimov beta patch. My slave rush was obliterated by a 34 (!) armies slave revolt. The revolt occured a few years after i took my first alien homeworld...

Someone can confirm that such massive revolt can happen so fast or i was just unlucky ? Seems that slave faction could be a serious problem even early game...
 
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Panzerman03

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op, I think you should test with Asimov beta patch. My slave rush was obliterated by a 34 (!) armies slave revolt. The revolt occured a few years after i took my first alien homeworld...

Someone can confirm that such massive revolt can happen so fast or i was just unlucky ? Seems that slave faction could be a serious problem even early game...

Been my experience with it, too. 25+ armies on each world, and they have crazy high morale damage (more than a Very Strong assault army).
 
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Averath

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Fanatic collectivists didnt get gutted. Ive had no problem in my game. If anything they got buffed because they now have access to both propaganda broadcast and share the burden.

I do agree there isnt really a choice between normal and regulated slavery atm.

Well, perhaps I'm being a little over dramatic here. I was just very annoyed that my collectivist slaves started getting uppity. There's absolutely no reason that they SHOULD. Xeno slaves? Yes. Think Egypt. They had "xeno" slaves in the form of the Jewish. Collectivist isn't the same thing, but they appear to be treating it that way.
 

Jorgen_CAB

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How overpowered is this strategy in a 1000 star 30 player MP game?

For what type of game should they balance it... the minuscule 5% players who play competitive MP games on small maps a few times a day or the vast SP group who regularly play on bigger maps and where pretty much any strategy can put you on top against a normal difficulty AI.

I'm not saying that slave factions or slaves in general might need balancing but the perspective need to be widened a bit in my opinion.
 
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Tukuro

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Not seeing how you're handling slave revolts. Ground troops won't cut it. 12 strong defensive armies get utterly annihilated by a slave revolt, and 10 assault armies + 8 defensive armies (landing the additional assaults as reinforcements) still lose by a big margin. By the time you enslave your second planet, you're looking at a malcontent slave faction that's going to revolt within 2 years no matter how you manage it.

Yeah, I forgot to add purging, repopulation and regulated slavery as ways to overcome this. Make sure you have regulated slavery at start, and if possible make maximum use of fanatic collectivist slaves.

There is more micro-management involved, but it's hardly insurmountable. Especially compared to the benefits it offers.
 
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Good luck fighting that.

But yes, slavery is something which was overpowered, to seriously nerfed.
 
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