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GnoSIS

Lt. General
30 Badges
Jan 27, 2009
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A new discovery for me for sure, after so long ...

All those amenities going to waste, during all those real life years playing the game - I don't even know when that change was made or if it was like that from the start...

So much for using Residency to roleplay - Who told them that residents don't get access to amenities - I want a goverment choice for that. The side effect is that I was geitting so much more crime in colonies from an "unknown source"...
 
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I think this has been a thing for a very long time. I actually noticed it a long time ago because slaves stopped getting happiness from high amenities the same patch residents stopped getting it. This is because it was changed to a "citizen" buff.

That might make sense that slaves shouldn't benefit...except PDX at one point suggested it was intended for slaves to get the happiness bonus from high amenities because amenities was supposed to represent a combination of entertainment but also "noncritical maintenance". In particular I recall them listing waste disposal as "amenities". So, if amenities means clean streets and well-polished buildings, why wouldn't the slaves or residents benefit from this? They indeed use the same amenities, even if just less of them.
 
Ever been to Dubai or Saudi Arabia?
That's really the most useless coment here.

It's been like that for as long as I can remember. Excess amenities has (AFAIK) always increased Citizen pop happiness.
I think this has been a thing for a very long time. I actually noticed it a long time ago because slaves stopped getting happiness from high amenities the same patch residents stopped getting it. This is because it was changed to a "citizen" buff.

That might make sense that slaves shouldn't benefit...except PDX at one point suggested it was intended for slaves to get the happiness bonus from high amenities because amenities was supposed to represent a combination of entertainment but also "noncritical maintenance". In particular I recall them listing waste disposal as "amenities". So, if amenities means clean streets and well-polished buildings, why wouldn't the slaves or residents benefit from this? They indeed use the same amenities, even if just less of them.
I have no problem with the policy per se, as long as I get to choose it! Even for slaves!

And as far as a reference to real life examples, there asre many, many nations where residency would also grant you access to state benefits and amenities.

Also, they should have mention it in several places and tool tips - AFAIK it's totally hidden - I really discovered it by accident, due to the pop rework!
 
That's really the most useless coment here.
No, it just requires a litte thought, so I'll save you the apparent trouble.

Your residency species are not upgrading their visas to become full citizens after 5 years. They are stuck as 'second class' in a society that does not allow them full participation. Why would a planet allow them to migrate there if it doesn't consider them equal? Because they can be exploited for labour.

The poor don't have the education, healthcare, opportunities and economic or political freedom afforded to the rich.
Migrant workers in all parts of the world -- though Saudi and UAE are probably the most obscene examples -- do not get to enjoy the wealth of amenities available in the societies that they toil and die for.

This is the segregated, hierarchical empire you've built, whether you 'choose' it or not. Don't expect to have it both ways! Ask yourself why anyone would 'choose' for their slaves to have less happiness. You're just trying to opt-out of realistic consequences, using roleplay as an excuse.
 
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I have no problem with the policy per se, as long as I get to choose it! Even for slaves!

And as far as a reference to real life examples, there asre many, many nations where residency would also grant you access to state benefits and amenities.

Also, they should have mention it in several places and tool tips - AFAIK it's totally hidden - I really discovered it by accident, due to the pop rework!
Choosing it would make sense if there were an upside. For example, a hypothetical Amenity Prioritization policy:
  • Citizen Privilege: Only citizens get extra happiness from excess amenities. Slave use only 0.75 amenities, and Residents use only 0.9*.
  • Universal Benefits: All pops get extra happiness from excess amenities and use 1.0 amenities by default.
But this is already sorta the way the game works (for the most part).

If you want your residents to consume and benefit from excess amenities (and get +10% happiness, with increased political power to buff your factions)... just make them all citizens. Xenophobes can't do this with other species, but that's the same as being locked to the Citizen Privilege option.

Making slaves into citizens has other side effects, but you can easily see that being tied into the policy as well (ex. "Only citizens get extra happiness from excess amenities. Slave use only 0.75 amenities, and Residents use only 0.9, and slave get additional bonuses based on slavery type").

Having the two things (amenity usage and citizenship type) tied together prevents you from e.g. having a roleplay situation where only your main species and few select xenos have citizenship on paper, but everyone functionally gets the same benefits. But that reveals the problem with decoupling them: in that scenario, there's no mechanical difference between being a citizen and not.

Tying them together gives the roleplay aspect mechanical weight. Citizenship would be a more hollow cosmetic change if there were no such weight.

*Residents actually get -10% amenity usage instead of 0.9 base, which combines with other increases/reductions in a slightly different way.
 
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That explains a lot.

Sort of annoying, because I don't want to make any species but the one producing my leaders citizens. I wish that was a policy itself, but barring that I guess I know why my amenity production seems so easy to keep up with when I play individualist machines - I always find some biological to give residency.
 
That explains a lot.

Sort of annoying, because I don't want to make any species but the one producing my leaders citizens. I wish that was a policy itself, but barring that I guess I know why my amenity production seems so easy to keep up with when I play individualist machines - I always find some biological to give residency.
Thge trap is that those residents will create deviancy/crime.
 
No, it just requires a litte thought, so I'll save you the apparent trouble.

Your residency species are not upgrading their visas to become full citizens after 5 years. They are stuck as 'second class' in a society that does not allow them full participation. Why would a planet allow them to migrate there if it doesn't consider them equal? Because they can be exploited for labour.

The poor don't have the education, healthcare, opportunities and economic or political freedom afforded to the rich.
Migrant workers in all parts of the world -- though Saudi and UAE are probably the most obscene examples -- do not get to enjoy the wealth of amenities available in the societies that they toil and die for.

This is the segregated, hierarchical empire you've built, whether you 'choose' it or not. Don't expect to have it both ways! Ask yourself why anyone would 'choose' for their slaves to have less happiness. You're just trying to opt-out of realistic consequences, using roleplay as an excuse.
But what you say makes no sense, when there are amenities to spare, and in huge amounts, as I always take care of that, for many reasons includiing stability.

The scenario where the colonies and the nation would be poor isn't on the cards - I would understand that as a priority.
 
And to say that the impact was small is false: at the endgame, with hugely populated acrologies, I had them gone from 400-500 crime down to like 45. Saved multiple slots of enforcer buildings.
 
It's a mechanical tradeoff.
If you want the happiness from excess amenities, you have to let the species clutter your leader list.


No eating the cake and having it too.
 
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A new discovery for me for sure, after so long ...

All those amenities going to waste, during all those real life years playing the game - I don't even know when that change was made or if it was like that from the start...

So much for using Residency to roleplay - Who told them that residents don't get access to amenities - I want a goverment choice for that. The side effect is that I was geitting so much more crime in colonies from an "unknown source"...
At least few years. I remember knowing this when trying to have happy society but where only main species have leaders... Long time ago.
But yes, there should be policy that increase amenities consumption but granting excess amenities bonuses for residents, and another for slaves.
 
No because you can exclude them from leaders
No but that's the thing.

They don't get the happiness precisely because they're barred from leadership.
It makes sense.
 
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At least few years. I remember knowing this when trying to have happy society but where only main species have leaders... Long time ago.
But yes, there should be policy that increase amenities consumption but granting excess amenities bonuses for residents, and another for slaves.
I wouldn't be against a policy to toggle amenity usage on residents and slaves.

There needs to be another penalty on the popside by excluding people from leadership then though.

Ed: I too remember the 100% happiness chattel slaves. It was weird and very fun.
 
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