Thrall World + Livestock = Free Food forever

  • 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.

Dementor4

Lt. General
14 Badges
Feb 19, 2017
1.348
2.548
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
It seems to me this combo is really strong for xenophobes:
  1. Invade Primitive World in the first few years of the game
  2. Set the natives to "Livestock"
  3. Manually delete their primitive capitol building so your shelter gets built (This is a bug: it's supposed to happen automatically). Upgrade it.
  4. Shift a few of your pops over there to run things, filling the ruler/enforcer jobs
  5. When you have the Thrall Worlds tech, turn the planet into a Thrall World
  6. Enjoy having free food forever*.
You don't need to build any districts for them to farm, so you're saving massively on minerals that you can apply elsewhere. Livestock uses very little housing: one "Slave Hovel" building fits 32 livestock pops (or more if they're communal). Overseer buildings keep crime down if and when it outpaces the ability of your enforcer pops. One of the best parts of all this: because you aren't using districts, this strategy keeps your sprawl extremely low, effectively increasing your tech/unity output.

The agrarian trait doesn't increase food yield from livestock, but any trait that improves output by "workers" or "jobs" will. This means strong/very strong pops make good food, as do serviles and proles. Once you have genetic ascension, robust pops and nerve staples pops will produce more food as well.

*As the game wears on the stability of the planet will drop, as even the low political influence of the slaves will begin to lower your approval rating on the planet. The best solution to this is nerve staples, and of course once you can nerve staple them you can also make them delicious, at which point your food surplus grows to the point where you can dump your excess food on the market, effectively giving you energy income as well.
 

strangebloke

Second Lieutenant
27 Badges
Jan 13, 2019
118
9
  • Europa Universalis IV: Rights of Man
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
Even nicer, you open up dozens of building slots, so you can also make it a forge world with 100+ metallurgists working, or whatever.

Truthfully, this is probably the best way to make your habitats worthwhile.
 
Sep 5, 2018
351
317
The agrarian trait doesn't increase food yield from livestock, but any trait that improves output by "workers" or "jobs" will. This means strong/very strong pops make good food, as do serviles and proles. Once you have genetic ascension, robust pops and nerve staples pops will produce more food as well.

So, I got job on killing floor as a knocker. It is a good job. Yeah, skilled labor. A xeno comes up the ramp. Boom, boom, boom. And you take a sledge hammer, and - Boop! You knock the xeno dead. It takes strength. It takes strength, but not only strength. It takes talent, because it's a craft. You have to do it right, or the xeno gets angry. And angry meat taste bad. Yeah, you need arms to break the skull, but that's not the goal. The goal is to crush the brain inside the skull, and quick, before the pain can travel from outside the brain to the inside, so the brain never knows the brain is crushing. To give a good death is art.
 

Dementor4

Lt. General
14 Badges
Feb 19, 2017
1.348
2.548
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Another note: which empires have a "xenophage" opinion penalty doesn't always make sense. Most standard empires don't seem to care at all, only xenophiles care, and then it's only a -25 penalty, but because they're xenophiles anyway it's not like they're hard to make friends with. Oddly, both machine intelligence empires and hive minds have the penalty, and there's no reason for either of them to care.

Also: it's very odd to me how poorly the "processing" purge type compares to livestock slaves in terms of food production right now. Playing Devouring Swarms is so painful right now because you hardly get any food at all from eating a whole planet full of 20 primitive pops.
 

Talanic

Colonel
21 Badges
Jun 6, 2016
816
307
  • Age of Wonders III
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Magicka
Even nicer, you open up dozens of building slots, so you can also make it a forge world with 100+ metallurgists working, or whatever.

Truthfully, this is probably the best way to make your habitats worthwhile.

This is about a thrall world, where you can't build metallurgists. Although, resettling your thralls and reengineering them to something else should let you go right ahead.
 

SadNova

Private
7 Badges
Jan 2, 2019
24
0
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
IIRC someone tested and found that Livestock's food yield actually is increased by the Agrarian trait.
Yes it is. Livestock is truly very interesting because the pops carry their own job. You can ship them to the newly colonized planet to unlock the building slots, and start to build science/alloy buildings immediately without the penalty of unemployment.
 

strangebloke

Second Lieutenant
27 Badges
Jan 13, 2019
118
9
  • Europa Universalis IV: Rights of Man
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
This is about a thrall world, where you can't build metallurgists. Although, resettling your thralls and reengineering them to something else should let you go right ahead.
I'm talking about habitats.

The best use of livestock, IMO, is using them to unlock buliding slots. Shipping them to a thrall world misses out on a lot of the potential there. Using them on a habitat lets you potentially crowd 100+ employed pops into a habitat, which is crazy.
 

Dustman

General
38 Badges
Apr 20, 2001
1.856
491
Visit site
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Bastards Wound
  • Age of Wonders
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
Livestock is god-sent for Hives. Since most of thing for Hives requires food, picking couple of homeworlds early on really makes life easy in the long run. And later you can modify locals with NS, Fertile, Delicious and Agrarian for very, very good yields.

This is one of the reasons I dislike Devourers.