Slavery is still OP and still needs nerfs. I play with utopian abundance, so cry me a riverWow instead of making other playstyles meaningful they effectively made slavery useless:
1. at first they removed worker bonuses from indentured specialist; <-- good nerf
2. gave us massive production bonuses to mining stations which deprioritized miner/technician slavery jobs;
3. gave us hydroponic/nebula refining modules which deprioritized farmer/miner slavery jobs;
4. massively nerfed pop growth which made any excess non-researcher/metallurgist job a massive inefficiency
5. doubled trade value from non-slave pops;
6. removed all bonuses from indentured slaves <------- you are here now
Future ideas for more nerfs to slavery:
7. in 3.2 slavery causes all FEs to immediately declare total war on you
8. in 3.3 slavery causes endgame crisis to spawn on top of your homeworld
Which is a 50/50 chance to reflect the ingame mechanic in Paradox gamesit says it right there in the tooltip: slavery based production bonuses only apply when employed as workers
Bonus points if you combine meritocracy with slavers guild, the best slave for the right jobWhen I started up a Slaver Guilds empire just now, I don't see any bonus to Specialist productivity over what the free citizens of the same species get.
You can do Auth -> Oligarchy -> Meritocracy for a specialist bonus.
So instead of PDX buffing utopian abundance, everything should be nerfed to nothingness to accommodate your playstyle.Slavery is still OP and still needs nerfs. I play with utopian abundance, so cry me a river
the tooltip was edited when they made the balance change. you're tilting at windmills, this is 100% an accurate tooltip.Which is a 50/50 chance to reflect the ingame mechanic in Paradox games
How has slavery been nerfed to nothingness? It never made sense to have slave specialists, slaves tend to destroy machinery because they treat it as rough as their oppressors treat them. Slavery is still very strong.So instead of PDX buffing utopian abundance, everything should be nerfed to nothingness to accommodate your playstyle.
yo i have multiple planets at +40% pop growth from jobs, and this ringworld section i recently opened is at +48%! I hit 780 pops in 2400 with zero micromanaging of the min/max for growth. entirely focusing on gene clinics, holotheatres, and clone vats to doubledown on the budding trait. if i minmaxed my planetary capacity on top of this, i could see this actually being very viable against the warmongers in my multiplayer lobby. literally zero conquest! obviously i'll be switching a lot of these to science jobs now that the segment is open.
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Isn't slavery super meta in multiplayer?Wow instead of making other playstyles meaningful they effectively made slavery useless:
1. at first they removed worker bonuses from indentured specialist; <-- good nerf
2. gave us massive production bonuses to mining stations which deprioritized miner/technician slavery jobs;
3. gave us hydroponic/nebula refining modules which deprioritized farmer/miner slavery jobs;
4. massively nerfed pop growth which made any excess non-researcher/metallurgist job a massive inefficiency
5. doubled trade value from non-slave pops;
6. removed all bonuses from indentured slaves <------- you are here now
Future ideas for more nerfs to slavery:
7. in 3.2 slavery causes all FEs to immediately declare total war on you
8. in 3.3 slavery causes endgame crisis to spawn on top of your homeworld
1. it was proof of concept, first time playing utopian abundant pleasure seekers and i wanted to see how far i could push it.You just made a post about filling a planet with 90% useless entertainer jobs for a 40% faster growth bonus and called it very viable against warmongers. As a player who exclusively plays grand admiral starnet x25 crisis I think I have a better handle what is "very strong".
exactly, this guy is acting like the nerfs were undeserved and have made slavery unplayable when it is still more powerful than most living standards, by a long shot.Isn't slavery super meta in multiplayer?
Slaver guilds is a little bit worse than before though the lower ratio of slaves means you can run chattel slavery 3-4 pops longer before you have to change to indentured, so not not all bad.
I know this was supposed to be hyperbolic, but back in the early days of Stellaris the xenophile FE actively disliked you if you had slavery, and would try to get people to ban it. If you started purging on top of that, they would totally go to war with you to force that ban. So in a way, slavery has gotten better since those days, since there aren't any direct mechanics meant to punish slavers.Future ideas for more nerfs to slavery:
7. in 3.2 slavery causes all FEs to immediately declare total war on you
Yeah charismatic will do that.My Slaver Guilds test start had everyone set to Domestic Servitude, and it seemed like switching to Chattel would lock that in for 10 years.