First of all, merry xmas everyone,
in the true spirit of xmas, allow me to recommend the simplest solution: set alien species default settings to "full citizens", that way, when you conquer a world, you will have very little problems, other than possibly over or under production of resources which might require you to go replace some buildings to fit your empire better.
But if you aren't feeling merry and dont like xeno scum, then lets talk about how to do it the "naughty" way.
When you conquer a new worlds with your default race setting to "residence", it causes a ruler class vacuum to happen, all the old leaders become unemployed and many of your race will be automatically moved over to be leaders on new worlds. This will cost you a lot of consumer goods if your race isnt suited to that world, remember, leaders take a full 1 consumer good upkeep, at 20% habitable worlds, thats 1.8 consumer good per leader and 1.8 food per leader, and they are unhappy and don't produce same amount of amenity and unity that the old leaders did, which will hurt you. There will also be some crime, because new leaders will be less good at their jobs due to unhappiness and unemployed leaders will cause problems, you will probably need police precints.
It seems like, maybe, there is a drawback to being a xenophobe and not being able to treat your conquered people like full citizens?
The problem is way worse if you go for making them slaves, because then you get a whole group of unemployed unhappy aliens who used to run the economy of the worlds you conquered. All those artisans and enforcers and scientist end up generating huge crime and you have to move in your own pop to fill in the enforcer jobs. And you then have to close down everything else and focus on pure enforcement because all the unhappy unemployed slaves give you super high crime and instability?
What is this i smell? Is it the spirit of realism?
Who knew that enslaving populations just so you dont have to spend consumer goods on them might not be as easy simply landing troops and calling it a day? Massive drain on your economy and workforce to forcibly occupy and enslave a whole world? What a twist!
So you disable the buildings you dont need at the minute, make police stations, and send specialists from your own worlds. Again its not that hard, if there are no other open specialist jobs they become enforcers. If you send regular workers from your worlds they have a tendency to be shy and not want to auto promote.
Send specialists instead, any will do, they will change jobs to enforcers.
On your worlds, the process of promoting workers to specialist jobs left vacant happens quickly, on worlds with low stability and crime it does not. You will grind your teeth as your workers start working the farms and putting more slaves unemployed. Dont worry about leaving empty specialists slots on your own worlds, they get filled within a few months by happy workers.
A good solution is also to resettle unemployed alien slaves back to your worlds to fill those empty worker slot jobs so there is enough farms. Check the population on your worlds, how many empty worker slots are there? Send alien slaves to work. Spreading alien slaves across your empire is actually super helpful, because it minimizes unhappiness from unemployment on conquered and fills the vacuum left by all the workers promoting to specialist jobs.
Yes they might suffer from high penalties from habitiability, but they are slaves, who cares. Go to species menu, set the species to subsistence diet to reduce food costs. Set their population controls to enabled so they dont breed on your worlds and you can keep on making your master race without filthy xenos pop growing on your worlds.
Alternatively, if you do want them to breed for extra workers on worlds they dont have low habitablity, you can set the population growth on your own worlds to specifically only grow your master race by clicking on the population growth icon of every world and selecting which race you want instead of "any", and it only costs you a 20% growth penalty which you can completely erase with a encourage growth decision. Problem solved! Once your new worlds get stable and there is room for more workers on them, send the aliens slaves back so you can make your own worlds pure again, then you can safely switch the population growth selection back to any once your world is ethnically pure again. The slaves stinking up your worlds are a temporary solution to the problem, you can let your own pop grow and when you see that unemployment icon, send a slave back home to its outhouse homeland like the foreign trash that they are!
Or colonize a new world of thier species type so you can send slaves there, its a slave colony, those are super effective! Use a colony ship of master race so you get rulers of the right kind.
If you plan to conquer an empire, and not turn them into full citizens, leave a few building slots empty on your own worlds! You will lose population, and that will cause blown up buildings. Or, right before clicking on accept surrender, premptively choose which buildings you dont need, demolish them so there is at least 1 empty slot per world.
The game will automatically use unemployed main species population before it uses anything else for the process of creating rulers for newly conquered worlds. So It is actually a good idea to let your worlds develop unemployed pops during a war so you have reserves to draw on, which means you dont have to micro your worlds while also fighting a war.
If you do get ruined building, dont panic, once you move some slaves back to the worlds to boost pop, you can fix ruined buildings faster and cheaper than making new ones.
And if all that seems like too much work or resources, or you dont want the empire sprawl, luckly there are several easy solutions for you lazy xenophobes that dont want to deal with it. With megacorp expansion you can sell alien slaves on slave market, or purge them or eat them. You can abandon worlds completely if you want to, it happens if you reduce population to 0. Remember to move your own pop out first, before purging the now leaderless aliens.
So thats my guide. Hope it helps.
in the true spirit of xmas, allow me to recommend the simplest solution: set alien species default settings to "full citizens", that way, when you conquer a world, you will have very little problems, other than possibly over or under production of resources which might require you to go replace some buildings to fit your empire better.
But if you aren't feeling merry and dont like xeno scum, then lets talk about how to do it the "naughty" way.
When you conquer a new worlds with your default race setting to "residence", it causes a ruler class vacuum to happen, all the old leaders become unemployed and many of your race will be automatically moved over to be leaders on new worlds. This will cost you a lot of consumer goods if your race isnt suited to that world, remember, leaders take a full 1 consumer good upkeep, at 20% habitable worlds, thats 1.8 consumer good per leader and 1.8 food per leader, and they are unhappy and don't produce same amount of amenity and unity that the old leaders did, which will hurt you. There will also be some crime, because new leaders will be less good at their jobs due to unhappiness and unemployed leaders will cause problems, you will probably need police precints.
It seems like, maybe, there is a drawback to being a xenophobe and not being able to treat your conquered people like full citizens?
The problem is way worse if you go for making them slaves, because then you get a whole group of unemployed unhappy aliens who used to run the economy of the worlds you conquered. All those artisans and enforcers and scientist end up generating huge crime and you have to move in your own pop to fill in the enforcer jobs. And you then have to close down everything else and focus on pure enforcement because all the unhappy unemployed slaves give you super high crime and instability?
What is this i smell? Is it the spirit of realism?
Who knew that enslaving populations just so you dont have to spend consumer goods on them might not be as easy simply landing troops and calling it a day? Massive drain on your economy and workforce to forcibly occupy and enslave a whole world? What a twist!
So you disable the buildings you dont need at the minute, make police stations, and send specialists from your own worlds. Again its not that hard, if there are no other open specialist jobs they become enforcers. If you send regular workers from your worlds they have a tendency to be shy and not want to auto promote.
Send specialists instead, any will do, they will change jobs to enforcers.
On your worlds, the process of promoting workers to specialist jobs left vacant happens quickly, on worlds with low stability and crime it does not. You will grind your teeth as your workers start working the farms and putting more slaves unemployed. Dont worry about leaving empty specialists slots on your own worlds, they get filled within a few months by happy workers.
A good solution is also to resettle unemployed alien slaves back to your worlds to fill those empty worker slot jobs so there is enough farms. Check the population on your worlds, how many empty worker slots are there? Send alien slaves to work. Spreading alien slaves across your empire is actually super helpful, because it minimizes unhappiness from unemployment on conquered and fills the vacuum left by all the workers promoting to specialist jobs.
Yes they might suffer from high penalties from habitiability, but they are slaves, who cares. Go to species menu, set the species to subsistence diet to reduce food costs. Set their population controls to enabled so they dont breed on your worlds and you can keep on making your master race without filthy xenos pop growing on your worlds.
Alternatively, if you do want them to breed for extra workers on worlds they dont have low habitablity, you can set the population growth on your own worlds to specifically only grow your master race by clicking on the population growth icon of every world and selecting which race you want instead of "any", and it only costs you a 20% growth penalty which you can completely erase with a encourage growth decision. Problem solved! Once your new worlds get stable and there is room for more workers on them, send the aliens slaves back so you can make your own worlds pure again, then you can safely switch the population growth selection back to any once your world is ethnically pure again. The slaves stinking up your worlds are a temporary solution to the problem, you can let your own pop grow and when you see that unemployment icon, send a slave back home to its outhouse homeland like the foreign trash that they are!
Or colonize a new world of thier species type so you can send slaves there, its a slave colony, those are super effective! Use a colony ship of master race so you get rulers of the right kind.
If you plan to conquer an empire, and not turn them into full citizens, leave a few building slots empty on your own worlds! You will lose population, and that will cause blown up buildings. Or, right before clicking on accept surrender, premptively choose which buildings you dont need, demolish them so there is at least 1 empty slot per world.
The game will automatically use unemployed main species population before it uses anything else for the process of creating rulers for newly conquered worlds. So It is actually a good idea to let your worlds develop unemployed pops during a war so you have reserves to draw on, which means you dont have to micro your worlds while also fighting a war.
If you do get ruined building, dont panic, once you move some slaves back to the worlds to boost pop, you can fix ruined buildings faster and cheaper than making new ones.
And if all that seems like too much work or resources, or you dont want the empire sprawl, luckly there are several easy solutions for you lazy xenophobes that dont want to deal with it. With megacorp expansion you can sell alien slaves on slave market, or purge them or eat them. You can abandon worlds completely if you want to, it happens if you reduce population to 0. Remember to move your own pop out first, before purging the now leaderless aliens.
So thats my guide. Hope it helps.
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