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.
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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.
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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.
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.
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