Slavery to me is a key system in Stellaris. For me it adds a lot to the immersion. What's the point in fighting a liberation war against an authoritarian empire if they treat their pops the exact same as you do but their leader wears a shiny hat? I enjoy playing as authoritarian and xenophobic empires conquering and enslaving the galaxy. But now slavery in Stellaris feels entirely useless and just bad. Already in 3.14 it was bad and suboptimal, but now it just feels like shooting yourself in the foot and reducing stability on worlds. Not only do slaves just flat out reduce stability on worlds, but they'll all become civilians if there are no jobs available (this is a problem for syncretic evolution empires too as the serviles will become civilians and your normal pops will be workers instead). Not only that but slaves cannot join factions and produce unity and their general low happiness kills their resource output (which has always been a problem ever since 3.0). Remember back in 2.0 when slave based bonuses and worker based bonuses stacked and this led to everyone playing some degree of slaver guild? That was how overpowered slavery once was. I however have some solutions on how Paradox can bring slavery up to scuff and make it at least viable and balanced.
- Make worker and slave bonuses stackable again. They wouldn't be as powerful as they were in 2.0, but slavery bonuses would stack up to half as much as worker bonuses, and would be fully stackable with worker bonuses on thrall worlds.
- Slaves would have reduced empire size penalties. Chattel slaves would have no empire size from pops whatsoever (if they don't have the unruly trait), whilst indentured servants would have half as much empire size penalties as would battle thralls. Domestic servants would have 75% less empire size from pops.
- Add in trait based AI slavery autoassigning. With automodding traits added in with the Machine Age DLC, I think automodding slavery would be doable. The AI would automatically assign pops to a certain kind of slavery based on their positive and negative traits without player intervention. Strong and very strong would get assigned to chattel slavery automatically as would any basic resource trait, resilient would get battle thralls, weak would get domestic servitude as would charismatic, and decadent, traditional, and natural machinists would get indentured servitude. Pops with the vocational genomics trait would be left out of this and would still be up to player discretion. This would make slavery have much less micromanagement and reduce the workload on players consigning pops to a kind of slavery. It makes no sense to me that all AI empires from the most bigoted from xenophobes to the most despotic of tyrants prefer to simply shackle xenos to debt.
- Slaves would almost always have 0% happiness. Effectively they would function like pops in an oppressive autocracy. People don't like being treated as property. Why? They wrote about it! Extensively! Only through special happiness bonuses (labor magistrate, gaia world, comet, etc) would they actually have happiness. Additionally they would never be authoritarian and would be more attracted towards egalitarianism, militarism, or xenophobia. This would make nerve stapling your slaves very useful when you have the chance to.
- Slaves can never be civilians. This to me feels like a positive and a negative. Slaves would have to actually fill worker jobs and can never trickle down and become civilians. You will have to actually build districts and buildings for your slaves to fill jobs. Otherwise bad things will happen.
- Unemployed slaves will become picket marchers. This would be a new job equivalent to criminals slaves that have been unemployed for over a year will fill. Picket marchers are professional protesters that march through the streets as they have nothing else to do. Every 100 picket marcher reduces stability by 5 and adds 10% crime as well as reducing resources from employed slaves by 1%. Idle hands find the devil's work.
- Occasional mass strikes can occur. A planet that has slaves and a base stability of 50% has a 1% chance every month of a mass strike occurring. This is an event chain where slaves walk out of their jobs and go on strike, cutting resource output in half planetwide and reducing stability by 30%. You can have the option to either listen to the slave's demands or crackdown and send in the tanks. If you listen to the slaves' demands, the most prevalent kind of slave on the planet will give their demands. Chattel slaves will demand the complete abolition of slavery and the removal of certain traits (oppressive autocracy, slaver guilds, selective kinship, police state, etc), domestic servants will demand that they get their own housing and to no longer be able to take servant jobs, meaning domestic servants now consume more amenities, housing, and can be unemployed. Battle thralls will demand that they are given full citizenship or residence status and for the removal of civics like slaver guilds or police state. And lastly indentured servants have the most unique demands. Indentured servants will demand that ALL slaves empirewide would be allowed to form their own factions and unionize. This would very likely spawn a particularly nasty egalitarian faction and may put you down the path towards egalitarianism. To crack down on these dissenters, your garrison and assault armies should roughly equal or exceed the number of slave pops striking. If you fail to meet these demands or fail to bring in enough armies or if stability drops below 25%, then a special planetary revolt will start, one with 25% progress already added and with the potential for special events. Planets with the mass strike event ongoing will automatically join this event as will surrounding systems, meaning a mass strike can very easily get out of hand and devolve into widespread mass uprisings. Do note that this is only for planets with 50% stability. Planets with 60% or above stability will have a 0.5% chance of a strike occurring, and planets with a 75% or above will not have strikes happen at all. Likewise a planet with 40% or below stability will have a 2% monthly chance of a strike occurring and planets with a tyrannical or ruthless development governor such as Qu'la Mindler will have a 1% added chance of a mass strike occurring.
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