Is the +10% bonus from slavers guild negated for specialists by identured servitude?

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Aepdneds

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So is the bonus from slavers guild applicable for slaves working as specialists?


st_sl01.JPG
st_sl02.JPG
 

HFY

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When 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.
 
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GuardianGI

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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
 
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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
Slavery is still OP and still needs nerfs. I play with utopian abundance, so cry me a river
 
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When 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.
Bonus points if you combine meritocracy with slavers guild, the best slave for the right job
 
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TrotBot

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Which is a 50/50 chance to reflect the ingame mechanic in Paradox games
the tooltip was edited when they made the balance change. you're tilting at windmills, this is 100% an accurate tooltip.

So instead of PDX buffing utopian abundance, everything should be nerfed to nothingness to accommodate your playstyle.
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.
 
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GuardianGI

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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".
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.
View attachment 757248
 
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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
Isn't slavery super meta in multiplayer?
 
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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".
1. it was proof of concept, first time playing utopian abundant pleasure seekers and i wanted to see how far i could push it.
2. every colony i have is between +30% and +54% pop growth, and that stacks up to be pretty damn cool.
3. i have catalytic processing so the consumer goods i'm spending on entertainers aren't really eating away at my alloys
4. the planet that I went 90% entertainer jobs is a recently opened ringworld that hasn't even lost the option for "colony" designation so i'd say the entertainer jobs which are giving me +54% pop growth speed plus attracting migration are not useless at all, they're getting me to the point that this ring section is now ready to employ scientists because it's grown massively in a very short time.
5. i have not minmaxed anything, this was my first playthrough, and i will approach it with more planning next time, but pleasure seekers has proven to me i can now win again while still refusing to annex pops, like pre-3.0 utopian "nice" playstyle.
Isn't slavery super meta in multiplayer?
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.
 
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Strangedane

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Slavery is still awesome.

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.

Egalitarian slavery is in the same place as before this patch, which is absolutely top tier.
Livestock is awesome.

Overall slavery saves some cg or frees up some pops, which can then be funneled into science which leads to faster snowballing.
 

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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.

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.
 

Archon87

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Future ideas for more nerfs to slavery:
7. in 3.2 slavery causes all FEs to immediately declare total war on you
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.

And really, you don't have much of a leg to stand on. Slavery is still really strong, since happiness matters much less than consumer goods upkeep. You can really easily stack slavery bonuses to create absurd output. None of the nerfs to slavery have made it weak in any sense.
 
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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.
Yeah charismatic will do that.

Might also be other traits that does it, but i'm not quite certain.
And yes, switching locks the policy for 10 years.