Clearing slums should add a pop.

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Rath12

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When you clear the slums blockers, it should be much more expensive, but add a pop on the tile it came from. This makes way more sense than just making all the poor people disappear for a small price.
 

Surimi

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Did someone say "leave the Bronx?"

640
 

ColZimin

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I like this idea! If I coded it myself I'd probably make the pop have a chance to spawn with different ethics. Clearing industrial wastelands could refund you some resources, or maybe even spawn a building.

You should put suggestions like this in the Suggestions forum though, if you want something to come of it.
 

Rath12

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I like this idea! If I coded it myself I'd probably make the pop have a chance to spawn with different ethics. Clearing industrial wastelands could refund you some resources, or maybe even spawn a building.

You should put suggestions like this in the Suggestions forum though, if you want something to come of it.

There's a Stellaris suggestion forum?! I've only seen the CK2 one.

The pops should have a higher chance of being spiritualist.
 

Strager

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There's a Stellaris suggestion forum?! I've only seen the CK2 one.

The pops should have a higher chance of being spiritualist.

You have to register your game to post there - that's why so many people post their suggestions on the main board. Also main board gets more visibility.
 

klopkr

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That's not the way I clear slums.

But seriously maybe it should depend on your ethics. I always saw slums as kind of less important states left on your planet getting removed so adding a pop makes sense. Maybe they're just getting moved into your current pops.

Also why can't planets gain slums?
 

Me_

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This would make it so that everyone would start the game by clearing slums. Fixed opening moves are a bane of good game design.

That being said, perhaps it could be made a bit more complex. Like a series of decisions you would need to make in the early game on how to deal with slums and industrial wasteland with multple (at least 2) options to choose from.
 

Seomis

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I have a few personal mods for testing out ideas and recently played with turning slums into "buildings" that still keep the Pops unemployed. The Pops also get angry for a few years if you just demolish their slums (but not if you use the Replace button instead):

sBFL0qr.png
 

HenkieDePost

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That's not the way I clear slums.

But seriously maybe it should depend on your ethics. I always saw slums as kind of less important states left on your planet getting removed so adding a pop makes sense. Maybe they're just getting moved into your current pops.

Also why can't planets gain slums?

Might be a good idea if unemployed pops would have a small chance to spawn a slum on their tile if ignored long enough. Something along the lines of Rome Total War II (Don't hate me for bringing that game up :p), where undeveloped land would turn into slums after a few turns. It would be nice if the pop doesn't dissapear though. The personal mod described above seems a pretty interesting way of realising this.
 

Sportsmaster

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But why? What you suggest does not correlate with what slums are or how they arise in reality. Slums are inefficiently constructed communities developed in desperation and poverty. Clearing them does not suddenly produce a "working" population which did not previously exist. At least in Stellaris, clearing slums should only produce space for the efficient and future-proofed construction of residences AND industry on the same tile. Also, I recall Wiz stating that unemployment (and unhappiness) will slow down unity production in Banks..? Although slums do no develop naturally in-game, this should reasonably simulate unemployment. However, I agree that some extra visuals would be nice.
 

The Founder

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Also, I recall Wiz stating that unemployment (and unhappiness) will slow down unity production in Banks..?
In one lifestream we could see that unemployment adds Authoritarian Ethos atraction at least. So yes, with 1.5 unemployment might have a whole host of issues all on it's own.
 

Rath12

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But why? What you suggest does not correlate with what slums are or how they arise in reality. Slums are inefficiently constructed communities developed in desperation and poverty. Clearing them does not suddenly produce a "working" population which did not previously exist. At least in Stellaris, clearing slums should only produce space for the efficient and future-proofed construction of residences AND industry on the same tile. Also, I recall Wiz stating that unemployment (and unhappiness) will slow down unity production in Banks..? Although slums do no develop naturally in-game, this should reasonably simulate unemployment. However, I agree that some extra visuals would be nice.
Thats why I suggest making clearing them much more expensive. It's not getting rid of buildings in my mind, but running a bunch of social programs to get them out of extreme poverty.
 

Seomis

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It does? Not sure if that's a general jab at Trump or not. Not that I care whether it is or not anyway.
It's more of a historical thing. The desperation of rampant unemployment leads to the embrace of scapegoating demagogues. It's in part how Hitler rose with such little opposition in post-WW1 Germany, with his public scapegoat being German Jews.