Penal and Resort colonies need more...

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Sinister2202

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Penal colony does not feel like a penal colony. Resort world does not feel like a resort world.

Let's start with penal colony...

TL;DR

To summarize:

- Unique buildings and districts

- Pop upkeep is halved in penal colony

- Penal colony brings in immigrants from every colony with at least one precinct building, without hampering sender colony with emigration and lowered pop growth

- Allow recruitment of unique penal battalions

- NO EMIGRATION RIGHTS

- Pop jobs simulate forced labor without death, and giving bonus to output of the job. Despite the fact that parent empire is egalitarian or has anti-purge/slavery policies.

- NO political power.

- Low living conditions.

- Low stability on penal colony should just surmount to riot events, rather than full blown revolt, as long as there are precincts or forts there.

- Stability should be calculated differently than in conventional colonies. Happiness shouldn't count. They should already be unhappy for being there in the first place.

- Cut off empire's food and con. goods resources entirely. Let them have to produce their own food and con. goods. Any excess the penal colony produces goes to empire's pockets. For energy and minerals they have to forcefully work on goes straight to the empire's pockets. Stability should depend on whether the convicts' needs in penal colony are met with sufficient food and con. goods, as well as housing and amenities.

- Replace Administrator jobs with "Wardens". Same upkeep as regular administrators.

- Specialists like enforcers are "staff" of the penal colony, and therefore should have regular upkeep, rights, and political power. They and wardens are not cut off from empire's resource pile and does not siphon off of convicts' food and con. goods needs.

- Crime generates amenities on the penal colony.

========================================================================================

Penal colony's functions in the game widely contradict its own description.

"This entire world is set aside as a massive penal colony. The vast prison communities are largely self-managed by the prisoners, and punishment often means exile into the unforgiving wilderness."

However, the Pop's amenities usage is the same, housing needs are the same, consumer goods and food upkeep are the same. Just what kind of "penal" colony is this supposed to be? It's just a planet that magically sucks out crime and migration from other colonies. Its own inhabitants have normal jobs, normal upkeep, normal rights, same political power. I mean... Really? Same political power as those who did not commit crime and are living on normal colonies?

Last I checked, the convicts sent to Australia did not have a say in Britain's politics. Great Britain used those convicts as Indentured laborers. They barely had any rights under the bondage.

Penal colony is where exiled prisoners go to be separated. They don't exactly feel separated in this regard.

Am I the only one who think something is amiss here?

I know penal and resort worlds aren't really a MAJOR feature in 2.2 update. But I really wished they had done more than just few modifiers here and there. This is also very immersion breaking and lazily thought out, of which I can't help but express my disappointment.

Penal colonies at least should have uniquely named buildings or districts with similar functions as conventional buildings, just as flavor.

And these buildings or districts would have exclusive forced labor, which would be nice, like a "labor camp". What I mean by exclusive is that, despite the empire being egalitarian with anti-purge policies, those in penal colonies working in some jobs should have the effect of forced or slave labor. You know, like how chain gangs operate?

They will have low consumer goods and food upkeep, and NO political power whatsoever.

Being able to recruit cheap penal battalions from the colony would be a nice touch as well.

Another idea which I think is neat is that, for every colonies with at least one precinct building should give immigration destination to the penal colony. It makes sense as the enforcers will be the ones sending off the convicts to the penal colony. This shouldn't hamper with the sender colony on emigration and pop growth, however.

And finally, because they wouldn't get the same living condition as normal citizens, they'd already be unhappy. So it wouldn't matter if they are unhappy because of overcrowding. Stability should still count for something though, since even regular prisons can erupt in riots if not managed carefully.

Stability should be calculated differently than in conventional worlds. Cut off empire's resources entirely. Let them have to produce their own food and con. goods. Any excess the penal colony produces goes to empire's pockets. For energy and minerals they have to forcefully work on goes straight to the empire's pockets. Stability should depend on whether the convicts in penal colony are met with sufficient food and con. goods, as well as housing.

The issue with penal colony is that it doesn't feel like some "dump" where we can treat people there like shit without any consequences.

========================================================================================


Now, resort world. Hawaii, Miami, Mumbai etc., they are well known as "resort" spots on Earth. There are local dwellers too, that keep local jobs. It's not just all tourists.

There should be some competition of resort worlds in the known galaxy. Higher the available amenities, the better it is. So entertainment and culture buildings are essential to have.

As for "immigration", it should have a separate immigration called "tourism". Any empire you have open borders with can "send" tourists from their own colonies.
ie. Receiving tourists from: Colony X, Y, and Z.

The tourists won't be actual pops to be represented or to work a job. This tourism will instead generate money to the owner of the resort world. But higher the tourism, more amenities should be required.

There should also be unique building that raise caps on the max tourism the resort world can reach. Maybe call this "Resorts", for now, as an example.
 
Last edited:

Losttruppen

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I know penal and resort worlds aren't really a MAJOR feature in 2.2 update.

I agree these need some more work.

I am getting fed up with all these features being added in with no flesh to them. The current DLC/patch policy keeps adding things that have to work with the rest of the Stellaris "ecosystem" but they were clearly contrived in a vacuum with little thought to how they will interact with the rest of the game. I sometimes feel like a test audience in a movie screening and they are showing a bunch of half finished concepts that they will only work on if they garner enough support.
 
Last edited:

powerofvoid

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Prisoners costing about as much, likely more, to maintain as normal pops is realistic, but perhaps not thematically appropriate.

I think the empire wide buff is supposed to represent people who visit the resort but don't live or work there, while the actual pops are resort staff. What it needs is more flavor events, because it already only costs as much admin cap as an extra system, because it doesn't have districts.
 

Sinister2202

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Prisoners costing about as much, likely more, to maintain as normal pops is realistic, but perhaps not thematically appropriate.
Right.. Yes, but they are prisoners. As I have said, lower living conditions, which pretty much equals to having lowered upkeep. Also having political power doesn't make too much sense either. Why lower living conditions? Again, as I have said, their jobs will simulate forced labor and or slavery, but without the deaths.
I think the empire wide buff is supposed to represent people who visit the resort but don't live or work there, while the actual pops are resort staff. What it needs is more flavor events, because it already only costs as much admin cap as an extra system, because it doesn't have districts.
Yes, the empire wide buff simulates that your people are visiting there etc. That should remain so. However, what I wanted to see was some sort of tourism/income mechanic to represent people from other empires (with open borders) visiting. Something very simple, something just made up of numbers. Resort worlds should also naturally be con.goods upkeep-heavy, due to all the entertainment and culture buildings to up the amenities.
 

powerofvoid

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Right.. Yes, but they are prisoners. As I have said, lower living conditions, which pretty much equals to having lowered upkeep. Also having political power doesn't make too much sense either. Why lower living conditions? Again, as I have said, their jobs will simulate forced labor and or slavery, but without the deaths.
Incarceration is surprisingly expensive.

In the USA, it costs between $30,000/year and $60,000/year, while living independently and reasonably comfortably usually costs between $23,000/year and $33,000/year, even in places with a housing crisis like Manhattan. (San Francisco has $41,000/year, but that city's housing costs are an entirely separate can of worms)

It's a good example of intuition turning out to be unrealistic, kind of like the belief that working more hours every week helps you get more done. (it's only true if you're not already working full time)

Yes, the empire wide buff simulates that your people are visiting there etc. That should remain so. However, what I wanted to see was some sort of tourism/income mechanic to represent people from other empires (with open borders) visiting. Something very simple, something just made up of numbers. Resort worlds should also naturally be con.goods upkeep-heavy, due to all the entertainment and culture buildings to up the amenities.
Trading services and other benefits (not just resort worlds) feels like it should be something that's more developed. Perhaps in a diplomacy update?
 

Sinister2202

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Incarceration is surprisingly expensive.

In the USA, it costs between $30,000/year and $60,000/year, while living independently and reasonably comfortably usually costs between $23,000/year and $33,000/year, even in places with a housing crisis like Manhattan. (San Francisco has $41,000/year, but that city's housing costs are an entirely separate can of worms)

It's a good example of intuition turning out to be unrealistic, kind of like the belief that working more hours every week helps you get more done. (it's only true if you're not already working full time)
I really do agree with what you are getting at. But penal colonies are supposed to be a dump, where you dump the criminals and almost forget about them. The description of penal colony in this game mentions self-sustaining prison systems, which to me sounds cheap, and government can almost forget about the convicts there.

Also, it wasn't very expensive for Britain to manage penal colonies either.

The Bigge Report of 1822 is notable for resetting the nature of convict Australia. It signalled a significant reduction in the British state subsidy and provided a blue-print for colonial self-sufficiency. The new agenda promoted the private sector and fostered an export-based economy supplying wool to Britain, making good use of a mainly male population. Wealthy immigrants were to be attracted with large land grants and free convict labour. Places of secondary punishment were to be established for discipling the large coerced workforce. For Britain, this was win-win: it reduced cost, and increased terror, deterring crime at home and setting the scene that would allow wholesale retrenchment of the death penalty in the following decade; and wool from Australia supported an important British industry.
 

wizzart87

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Agreed, penal and resort worlds are sort of a lackluster right now. That's why I modded them slightly for my latest playthrough.

I gave Penal Colonies -0.5 consumer good upkeep, because it's not like when you're send to a penal colony you suddenly don't have amenity needs anymore, it's just you won't have access to all those fancy consumer goods that free folks can enjoy.
Additionaly I gave non penal worlds +0.25 government ethics attraction and +0.25 ethic shift speed, since people would certainly adapt very fast when the rumors of those horrible penal colonies for political dissidents turn out to be real.

For resort worlds, I did increase the amount of consumer goods upkeep by +0.15, and decreased it on all non resort worlds by -0.15. In the end it's kind of like with religion, in that you are content with having less in the real world in exchange for the potential hope of having everything on vacation at one of those fancy resort worlds. Just without the religion and afterlife bullshit those stupid spirituals believe in:p

So far that works for me, but i'd be glad to see paradox themselves giving those two decisions a little bit more love:)