No migration for authoritarians in caste system?

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faljen_isus

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The main issue with my build was the decadent trait that favors having slaves, as does the authoritarian faction, since no species was at hand except my own i had to keep the caste system that lead to excruciatingly slow colony development speeds.

Since the original post a century has passed in the game and i still have slow colony development speeds cause of the lack of migration, but my decadent trait is actually boosting my authoritarian ethics shift. Meanwhile the pops throughout the empire are so freaking happy that even the slaves living in impoverished conditions have ~50 happiness.

Lack of migration is still a pain in the behind, but you can play around it, i cant understand why the founder species isn't exempt from the rules of the caste system concerning migration, but i must admit that it isn't a deal breaker
 

Tatterhood

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Pop on powerplant = free peoples - can migrate.
Pop on farm = slave - cant migrate.

Was free, become slaves on new planet. Why not?
May be they should migrate to non farms/mines tiles.
It doesn't make sense for pops to willingly move onto food/mineral tiles to become slaves, and setting the game up to pops specifically avoid doing that under caste system was presumably judged not to be worth it.
 

hadaev

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It doesn't make sense for pops to willingly move onto food/mineral tiles to become slaves, and setting the game up to pops specifically avoid doing that under caste system was presumably judged not to be worth it.
So its simple rule "Move if you free, move to be still free".

However I don't think this is a big problem. In 1.4 population may become slaves as a result of migration.

It was fun to watch as butterflies migrate to me and I made them slaves.
 

CyberSpyder

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I do hope this is changed at some point. Even though it's called "caste system," it more clearly models the rather ordinary type of slavery that has historically existed - some people are slaves, and some people are free. That being so, it doesn't make a lot of sense that even the free people can't migrate. And god knows I don't want the micromanagement and influence expense to move people around manually.

I actually tried modding it to allow free migration to be chosen even under a caste system, but oddly, even when the part forbidding it was removed, I still couldn't pick "no migration control." It just took out the tooltip showing me why I couldn't pick it.
 

Cagliostro

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I think people are misunderstanding the meaning of caste system in the current build, and perhaps it ought to better explained. If you select 'caste system' for your own species, it means that some of your species are high caste and some are lower caste. If you want your species to be treated better than other species, give *other* species 'caste system' and your own species a better system.

I do understand the idea that higher caste members of your own species could be allowed to migrate, theoretically - but in practice the game does not actually treat pops as belonging to different castes: their caste is determined by where you put them, so you can't really have them free migrating. If you had different pops actually *stuck* in different castes, it would work, but that's not feasible until they redesign it.
 

CyberSpyder

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You're putting too much weight on the name. If you want a civilization that keeps slaves of its own species, the only way that can be represented is with the "caste system" citizenship option. If that's only meant to represent a literal caste system, then garden-variety slavery as actually practiced historically can't be represented by the game, which is just silly.
 

TheDeadlyShoe

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In Stellaris slavery doesnt *necessarily* mean bought & sold sentients. It does mean an underclass with no political power and whose work overwhelmingly benefits others instead of themselves. The practical gameplay effect of a mass of prole workers is fairly similar, whether they are technically slaves or not. Setting up different terminology for different kinds of underclasses is poor game design and makes for a more confusing UI.
 

CyberSpyder

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Of course. We don't need a billion different choices for what is functionally the same thing. But the "some people are slaves" choice also shouldn't automatically prevent migration just because that might make sense for a couple of the interpretations, when it wouldn't make sense for most of them.