Space Racism and Preferential Treatment

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Wyvax

Corporal
24 Badges
May 28, 2016
43
101
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Gold Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars Pre-Order
It's come to my attention that xeno-loving and xeno-hating is to simplified in Stellaris as is. I fully understand the all or nothing regarding alien rights, slavery, and leadership, particularly for fanatic xenophiles and fanatic xenophobes. But, I think we could use some shades of grey regarding species rights.

Let me put it this way: even though I'm a xenophile at heart, my current game is a collectivist fanatic spiritualist founded by tentacle-headed humanoids ruled by god emperors. Now I own a large multispecies empire (currently 3 each of reptilian, plantoid and fungoid in addition to my founding humanoid race), but just because I'm running regulated xeno slavery doesn't mean that I view all xenos in my empire as equal. In my view the phallic fungoids I uplifted are honorary members of the founding race, but the weak, deviant, slow breeding cactus people I graciously brought up out of the stone age are ungrateful troublemakers deserving only harsh labor. Whilst my pinecone headed reptilian race makes fantastic soldiers but should be banned from leadership due to their stupidity and as of now contrary ways.

Basically I think we should be able to manually engineer preferential treatment for every race under our control, because unless you are a fanatic xeno lover or alien hater we all admit that each race we encounter have varying levels of worth. Why should our nice, thrifty, conformist leech heads be treated with the same degree of harshness as the barbaric space geckos we just conquered, just because they aren't members of the founding race?

Anyone else think we could use something more complex and nuanced than "love all xenos or hate all xenos"?
 
  • 66
Reactions:

General Retreat

Void Syndicate
27 Badges
Oct 29, 2016
485
661
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Cities: Skylines
  • War of the Roses
  • Warlock: Master of the Arcane
  • Stellaris
Wiz has already announced exactly this in the past, I believe. Regrettably it's buried in one of the many dev diary discussions so I'm not sure where specifically, but it was mentioned that specie specific rights/obligations were in the pipeline for internal empire management updates.

For the record, I completely agree with OP's point. :p

EDIT: Small reference to it below, but I'm fairly sure it's been additionally discussed elsewhere.

https://forum.paradoxplaza.com/foru...llaris-dev-diary-50-the-journey-ahead.978042/
 
  • 3
  • 1
Reactions:

Pyramid_Head

Banned
29 Badges
Aug 13, 2013
1.517
3.345
  • Europa Universalis IV
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders: Shadow Magic
  • Europa Universalis IV: Third Rome
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Major Wiki Contributor
  • Tyranny: Gold Edition
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars Pre-Order
  • DJ Plantage
  • PDXCON 2018 "The King"
  • PDXCON 2018 "The Emperor"
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Hearts of Iron II: Beta
There should be additional level of randomized AI personalities along with current ones. Some races should be ok with avians, others detest insectoids or fungoids etc. If a race who suffered from Last of Us cataclysm came across fungoid species there could be at least some nervousness. But given current state of things we'll see that in Diplomacy dlc 1 or Diplomacy DLC2, right after Fleet DLC 23
 
  • 5
  • 1
Reactions:

Nesos

Second Lieutenant
58 Badges
May 10, 2015
195
253
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Steel Division: Normandy 44 Deluxe Edition
  • Crusader Kings II: Conclave
  • Stellaris: Ancient Relics
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Nemesis
  • Stellaris
  • Stellaris: Lithoids
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Stellaris: Necroids
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Victoria: Revolutions
  • Semper Fi
I agree. I wanted to do the same with a Fanatic Militarist and Spiritualist playthrough. The species strong enough would get more rights than the other species.
 

Graf Zeppelin

Free Russia
43 Badges
Mar 19, 2006
4.090
19.065
  • Shadowrun Returns
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Shadowrun: Dragonfall
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Victoria: Revolutions
  • Hearts of Iron II: Armageddon
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Pride of Nations
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Conclave
  • Stellaris
I can only speak for my Empire but we just hate all xenos.
 

SolarGuy

General
43 Badges
Aug 12, 2015
1.944
1.833
  • Stellaris
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Distant Stars Pre-Order
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Federations
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Cities: Skylines - After Dark
  • Stellaris: Synthetic Dawn
Wiz has already announced exactly this in the past, I believe. Regrettably it's buried in one of the many dev diary discussions so I'm not sure where specifically, but it was mentioned that specie specific rights/obligations were in the pipeline for internal empire management updates.

For the record, I completely agree with OP's point. :p

EDIT: Small reference to it below, but I'm fairly sure it's been additionally discussed elsewhere.

https://forum.paradoxplaza.com/foru...llaris-dev-diary-50-the-journey-ahead.978042/
It also got mentioned on Twitter I think.
And I agree too :D
 

gathomas88

Captain
79 Badges
Apr 22, 2013
390
608
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Warlock 2: The Exiled
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sword of the Stars II
  • Sword of the Stars
  • Sengoku
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Gettysburg
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Naval War: Arctic Circle
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Rights of Man
  • Warlock: Master of the Arcane
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • War of the Roses
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Nemesis
  • Stellaris: Galaxy Edition
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Conclave
It's come to my attention that xeno-loving and xeno-hating is to simplified in Stellaris as is. I fully understand the all or nothing regarding alien rights, slavery, and leadership, particularly for fanatic xenophiles and fanatic xenophobes. But, I think we could use some shades of grey regarding species rights.

Let me put it this way: even though I'm a xenophile at heart, my current game is a collectivist fanatic spiritualist founded by tentacle-headed humanoids ruled by god emperors. Now I own a large multispecies empire (currently 3 each of reptilian, plantoid and fungoid in addition to my founding humanoid race), but just because I'm running regulated xeno slavery doesn't mean that I view all xenos in my empire as equal. In my view the phallic fungoids I uplifted are honorary members of the founding race, but the weak, deviant, slow breeding cactus people I graciously brought up out of the stone age are ungrateful troublemakers deserving only harsh labor. Whilst my pinecone headed reptilian race makes fantastic soldiers but should be banned from leadership due to their stupidity and as of now contrary ways.

Basically I think we should be able to manually engineer preferential treatment for every race under our control, because unless you are a fanatic xeno lover or alien hater we all admit that each race we encounter have varying levels of worth. Why should our nice, thrifty, conformist leech heads be treated with the same degree of harshness as the barbaric space geckos we just conquered, just because they aren't members of the founding race?

Anyone else think we could use something more complex and nuanced than "love all xenos or hate all xenos"?

I'm basically running a low-key "racist" empire in my current play through. We're an imperialist autocratic human regime, but also individualist ('Parliamentary Monarchy/Stellar Kingdom' gov type from the Ethics and Gov Rebuild mod) and fairly decent to the people we conquer - no slavery, purges, or etca, etca. We even try to go kind of easy with regard to bombardments during wartime, and I terraform the worlds I conquer to the inhabitant species' ideal type.

However, xeno ABSOLUTELY are not allowed to freely migrate or serve in leadership positions. I never use them for colonization or in my armies either. I also tend to retain beneficial gene modding as a benefit solely for my founder species as well.

The end result is a generally pleasant and progressive empire, which simply happens to be heavily segregated, with an undeniable "human supremacist" slant. It's a bit like the old timey British Empire, TBH.

The original justification for this was that it really wouldn't make sense to give recently conquered or enlightened aliens free reign to my empire, and I really didn't want to risk swamping my founder species with some xeno that has the "rapid breeder" trait either. I figure I'll change the policy one of these days... After I conquer and colonize enough of the galaxy that it really doesn't matter any more.

It would be nice, however, if I had the option to set migration and leader policies for each species on an individual level. That way, I could keep the recently aquired species restricted to their own planets, while gradually allowing the species who have had time to "assimilate" to my culture the opportuntiy to integrate with the human dominated sections of my empire.
 
Last edited:

LughC

Captain
56 Badges
Oct 8, 2016
380
398
  • Stellaris: Distant Stars
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Federations
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Cities: Skylines
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Crusader Kings II: Reapers Due
Idk any more than that along with adding and changing current policies to go with sounds like more dev time than it's worth with all the other things they could be doing.
 

BlackUmbrellas

Field Marshal
33 Badges
Nov 22, 2016
9.311
3.678
  • Stellaris: Synthetic Dawn
  • Age of Wonders: Planetfall
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - Parklife
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Crusader Kings II
Idk any more than that along with adding and changing current policies to go with sounds like more dev time than it's worth with all the other things they could be doing.
I'm not sure any of us are the best judge of that.

A preset list of rights doesn't really make sense, though- a series of tickboxes for each species that controls whether they can migrate/get enslaved/can lead/etc makes more sense, and I don't see how it'd be that much more intensive than what you're proposing. It also seems far more useful. There's also the use of "obligations" in Paradox's mention of the feature as a possibility- which might imply something like auto-moving Intelligent POPs onto research labs or the like.
 

hsuzy1987

Captain
72 Badges
Jun 16, 2014
343
942
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Surviving Mars
  • BATTLETECH
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Mass Transit
  • Crusader Kings III
  • Age of Wonders III
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
I think a less fiddly alternative to drop down boxes for each individual race would be to have citizenship 'tiers' and set policies pertaining to an entire such tier, and then allocating species to the desired level.