As Designed Stellaris - Stellaris - v3.0.2 - Indentured Slaves taking specialist master jobs

  • 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.

Krakenheim

Private
22 Badges
Nov 28, 2018
15
5
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Sword of the Stars II
  • Sword of the Stars
  • Naval War: Arctic Circle
  • Darkest Hour
Description
Stellaris - v3.0.2 - Indentured Slaves taking specialist master jobs

Game Version
Dick v3.0.2 (91c1)

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Indentured Slaves are occupying specialist jobs belonging to masters and once there the positions are only filled by Indentured Slaves, can get masters pop back into the jobs notice that in the last 2 screenshots some wired worker pop movement occurs when IIadd pops to specialist jobs.

Steps to reproduce the issue.
Simply start a necrophage game, make your slaves indentured and shuffle the specialist jobs.

Upload Attachment
File(s) attached
 

Attachments

  • 2021_04_22_1.png
    2021_04_22_1.png
    1,3 MB · Views: 0
  • 2021_04_22_2.png
    2021_04_22_2.png
    1,3 MB · Views: 0
  • 2021_04_22_3.png
    2021_04_22_3.png
    1,3 MB · Views: 0
  • 2021_04_22_4.png
    2021_04_22_4.png
    1,3 MB · Views: 0
  • 2021_04_22_5.png
    2021_04_22_5.png
    1,3 MB · Views: 0
Upvote 0

abregado

Private
39 Badges
Nov 4, 2020
14
19
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Magicka
  • Crusader Kings II: Charlemagne
  • 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
  • Leviathan: Warships
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
From a quick glance in the game files, this behavior should be expected and I suspect it is working "as intended".
Slaves (of all kinds) are twice as likely to be selected for Artisan and Metallurgist jobs as free citizen pops. Slaves also have a 0.8 modifier to being selected for Researcher jobs. Any pop already in the Metallurgist job will have a x5 modifier for being selected for that job. So your slaves will not displace your free pops unless you change the job configuration.

Good news is that this is actually very powerful, especially with the 3.0 Dick changes to the number of Metallurgist jobs and automatic pop migration. Slaves demote to lower job stratums instantly, so you can swap your economy around much faster with them.
 

Krakenheim

Private
22 Badges
Nov 28, 2018
15
5
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Sword of the Stars II
  • Sword of the Stars
  • Naval War: Arctic Circle
  • Darkest Hour
If this is working as intended them Indentured Slave just become useless. The point of having them is so that slaves can fill the jobs NOT filled by masters. And if they do not take the jobs of occupied slots, they will take the place of masters in newly created jobs. Playing as necrophage you tend to make your slave races good as workers as your masters will have worker penalties, now the game is forcing your masters to do worker jobs. How can this be good ?
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.136
3.214
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
Im nowhere near expert here, but isn't that slaves are here to take job to make it more effective? And different slave types are designed for different needs?
 

abregado

Private
39 Badges
Nov 4, 2020
14
19
  • Stellaris: Distant Stars
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Magicka
  • Crusader Kings II: Charlemagne
  • 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
  • Leviathan: Warships
  • Crusader Kings II
  • Teleglitch: Die More Edition
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
My guess on why it is like this:
With regular non-necrophage empires, your slaves will displace non-slave pops in the Worker Stratum so that those non-slave pops can move up to Specialists or be unemployed workers gaining living standard benefits. This is also why non-droid robots have a x200 mod on worker job weight (better because happiness and habitability do not effect them).

Necrophage takes this one step further in that your Necro pops want to move up to Rulers so to promote the Indentured servitude playstyle, so a small malus to job weight was added to them for specialist jobs.

Slaves tend to have both more bonuses and more specialised ones. Plus being able to demote to a lower stratum instantly is INCREDIBLY powerful. Seems legit.
 

Archael90

Field Marshal
18 Badges
Nov 30, 2017
3.136
3.214
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Majesty 2
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
My guess on why it is like this:
With regular non-necrophage empires, your slaves will displace non-slave pops in the Worker Stratum so that those non-slave pops can move up to Specialists or be unemployed workers gaining living standard benefits. This is also why non-droid robots have a x200 mod on worker job weight (better because happiness and habitability do not effect them).

Necrophage takes this one step further in that your Necro pops want to move up to Rulers so to promote the Indentured servitude playstyle, so a small malus to job weight was added to them for specialist jobs.

Slaves tend to have both more bonuses and more specialised ones. Plus being able to demote to a lower stratum instantly is INCREDIBLY powerful. Seems legit.
Maybe its true for necrophage, but all indenture servitude slaves should have slighlty higher weight for specjalista jobs, so they can replace citizens, so they can take advantage from living standards benefits (because slaves cant).