Thrall world is infuriatingly ridiculous.

  • 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.

Sinister2202

Most Honorable Dwamak
7 Badges
Aug 12, 2009
2.650
1.947
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Stellaris Sign-up
  • Europa Universalis III Complete
  • Hearts of Iron III
I don't know if thrall worlds are bugged to hell or not... or perhaps I am missing something.

Here, it says I need a governor's palace.
20190131200818_1.jpg


But how do I get the governor's palace? I still have this regular capital building which provides administrator jobs and enforcer jobs that NO ONE can fill, because everyone on thrall world are slaves. Is this capital building not supposed to be replaced with something else, like how it does for resort world?
20190131200811_1.jpg


As if that's not enough, there was ONE, nerve stapled, criminal slave pop. Despite the 0% crime, the criminal slave remained and mob boss event happened. Next thing you know, this happens.
20190131201350_1.jpg


Now, the robots. There are multiple types of robots on this thrall world alone. Despite me changing the policy, these robots on the thrall world is not disassembled automatically, contradicting the description of the tooltip regarding the outlawing of robotic workers in another UI.
20190131200441_1.jpg


So I decided to take care of that myself, manually. They were still set to servitude so I manually set them to undesirable. I opened their Set Rights tab and this made me a little nervous. Are they organics? Am I going to take purge opinions across the galaxy? I just decided to bite the bullet.
20190131200234_1.jpg


20190131200430_1.jpg
 

AlphaAsh

Miserable Git
52 Badges
Mar 16, 2015
1.274
1.185
www.alphastrikegames.com
  • Victoria 2: A House Divided
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Megacorp
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Stellaris - Path to Destruction bundle
  • Stellaris: Lithoids
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Apocalypse
  • Shadowrun Returns
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • BATTLETECH
  • BATTLETECH - Beta Backer
  • BATTLETECH - Backer
  • BATTLETECH: Season pass
  • BATTLETECH: Flashpoint
  • Surviving Mars
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Campus
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Industries
  • Pillars of Eternity
  • Tyranny: Archon Edition
Those requirements for the upgrade seem more extensive than vanilla. I'm guessing you're using mods, possibly GAI? It's entirely possible it's a bug with a mod and you could try reproducing it with just vanilla, before starting a bug thread.

I might be wrong and vanilla reqs suddenly account for incomes of SRs and differ between player and AI. I doubt it though.

edit-
2.2.4b vanilla req for Fortress is
Code:
    allow = {
       has_upgraded_capital = yes
   }

and that is all. So yes, mod. Eliminate that first chap. I'll also take a look at that trigger and see if it accounts for all capital types.

edit 2 - Thrall worlds (slave colonies) have their own special capital yup, but has_upgraded_capital is happy with just the planet modifier to pass. So in conclusion, it's likely the mod's changes to capitals and capital reqs giving you this problem.
 
Last edited: