• 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.

Doomraga

Recruit
64 Badges
Oct 28, 2018
4
22
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Third Rome
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Mandate of Heaven
  • Prison Architect
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron 4: Arms Against Tyranny
  • Pillars of Eternity
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Impire
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Crusader Kings II
  • Magicka 2
As of right now, all types of slavery (aside from livestock) are pretty much useless or requires micro to the point of madness. Because, jobs prioritize non-slave species over enslaved species, regardless of any traits, becoming civilians in the end.
Like, the slaves work hard in the mines, only for their masters to throw them out of the mines so they can work in them while the slaves are forced to work.....nothing.
Thus they are only useful when colonizing other planets, until the free species grow more numerous than them and thus lose their jobs.
And well, livestock, cause they provide resources that way at least.
Please, change job priorities and make slaves useful again.
 

Attachments

  • 20250608203501_1.jpg
    20250608203501_1.jpg
    369,3 KB · Views: 0
  • 20250608203513_1.jpg
    20250608203513_1.jpg
    367,9 KB · Views: 0
  • 13
  • 5Like
  • 2
Reactions:
Robot Workers also become Civilians over time.

It's just insane that even the Mechanists origin doesn't prioritize robots working jobs.
 
  • 8
  • 1Like
Reactions:
I can kind of get where the bug comes from. It makes sense in theory that slaves shouldn't be able to bump free citizens into a lower strata, but because civilians are considered a lower strata than workers it causes all of these weird interactions.

Still this is the sort of thing that should of been caught and resolved in a beta at the very latest, not over a month after the patch had gone live.
 
  • 9
  • 1
Reactions:
Slave pops should have access to special jobs that simulate them being shiped back and forth through the empire making a number of regular pops more efficient instead of being subject to rules that will always be contradictory due to how the game works. So a slave planet could have jobs that boost factory workers, or miners, or scientists, etc instead of just being put into those roles themselves. Not the scientist, but the assistant, not the metalurgist but the forge's aid, etc.
Of course if you have tons more slaves than pops then you will need to employ the rest of the slaves in those jobs... but then again, the scientist slave could have their slave assistant boosting their productivity. THat way they can become a net positive all the time, instead of just a negative thing to have.

Why have slaves if you can free them and get a better deal for it ?
 
  • 1
  • 1
  • 1Love
Reactions:
the developers have already said that they will fix this in balance patches after they sort out the main bugs of the game. you just need to wait until November / December
 
  • 14Haha
  • 2
  • 1Like
Reactions:
the developers have already said that they will fix this in balance patches after they sort out the main bugs of the game. you just need to wait until November / December
This is considered a balance issue? lmfao an entire playstyle is out of commission but its a balance issue and so we have to wait? nah that's actually nuts.


I consider this a bug and a pretty important one at that as it impacts multiple playstyles. Should have been fixed already, definitely should not have to wait till November to play authoritarian, materialist, xenophobe, or any of the origins affected by this.
 
  • 10
Reactions:
You are correct
Isnt that fixed in the latest 4.0.17 open beta, that got updated monday?
Ah, I looked and yes, it is now fixed in the open beta. To be fair, I did make this complain a day before.
At last, the slaves are working once more.
 

Attachments

  • 20250610095038_1.jpg
    20250610095038_1.jpg
    346,8 KB · Views: 0
  • 1Like
Reactions:
I can't say anything about robots workers, but slaves somehow works in 4.0.17 beta. If you got planet with 2 species (slaves and non-slaves) work assignment works.

Problems starts if planet has less jobs than slaves on it. Excess amount of them aren't shown anwhere in economy tab. They are included in planet current population, they are using food, energy etc., but won't be shown as civilians or even unemployed. I don't know if this is ui or mechanical problem.

Slaver guilds civic also does't work, at least in early game when you got only one species on planet. All it will do is enslave your civilians. If enslaved pops takes any other job, they will be emancipitated.
 

Attachments

  • 20250609213823_1.jpg
    20250609213823_1.jpg
    260,1 KB · Views: 0
  • 1
Reactions:
you just need to wait until November / December

I mean, I hope you're joking, but these days it's hard to tell...

Shroud save us.
 
  • 1Haha
  • 1
Reactions:
When was the last time slavery was actually seriously good? Certainly not since the tile system and the primacy of minerals as the "win the game" resource.
And with caste system (slavery guilds' superior ancestor) we could wipe annoying factions when they spawned. Anybody who wanted to be egalitarian was dumped into the mines.
 
  • 2
Reactions:
I can't say anything about robots workers, but slaves somehow works in 4.0.17 beta. If you got planet with 2 species (slaves and non-slaves) work assignment works.

Problems starts if planet has less jobs than slaves on it. Excess amount of them aren't shown anwhere in economy tab. They are included in planet current population, they are using food, energy etc., but won't be shown as civilians or even unemployed. I don't know if this is ui or mechanical problem.

Slaver guilds civic also does't work, at least in early game when you got only one species on planet. All it will do is enslave your civilians. If enslaved pops takes any other job, they will be emancipitated.
As for Robot workers:

Mechanist start seems to work fine:
1749549768964.png

But newly assembled robots are stuck in the civilian strata instead of taking over for organics:
1749549837875.png
 
  • 3Like
Reactions:
Mechanist start seems to work fine:

There should be 300 robots working each job type. Some have already been replaced in your image.

But newly assembled robots are stuck in the civilian strata instead of taking over for organics:

Yeah IMHO that's not working right. Robots need to take jobs so organics can auto-migrate to the new colonies.
 
  • 3
Reactions:
There should be 300 robots working each job type. Some have already been replaced in your image.
The 266 is just because the Origin only provides 800 robot pops. Those are evenly distributed over the 3 job types.
Yeah IMHO that's not working right. Robots need to take jobs so organics can auto-migrate to the new colonies.
Or even just because the organics actually produce something as civilians, while non-sapient robots do not. Or at least, I was going to say that, but apparently, they do? I thought slaves, at least, did not?
 
So, constructively speaking, here's what I'd like to see for slaves and non-synth robots:

- Robots and slaves can't be Civilians.
- Robots and slaves take jobs from Citizens and Residents.

- Citizens don't show up as Unemployed and immediately get demoted all the way down to Civilian if necessary.
- Robots and slaves DO show up as Unemployed -- those icons can become useful again, because they will indicate when someone who is not allowed to be jobless has no available job.

IMHO that would be a more coherent and functional use for the existing icons and new mechanics.
 
  • 3Like
  • 3
Reactions:
So, constructively speaking, here's what I'd like to see for slaves and non-synth robots:

- Robots and slaves can't be Civilians.
- Robots and slaves take jobs from Citizens and Residents.

- Citizens don't show up as Unemployed and immediately get demoted all the way down to Civilian if necessary.
- Robots and slaves DO show up as Unemployed -- those icons can become useful again, because they will indicate when someone who is not allowed to be jobless has no available job.

IMHO that would be a more coherent and functional use for the existing icons and new mechanics.
I will caveat this with I only want this to work in the Worker Strata. Robots/Slaves > Citizens for Worker jobs, Citizens > Robot/Slaves for Specialist jobs.

I know that there are Slavery tiers that can enforce this, but my primary Slaving Empire is a Necrophage, and those species rights prevent them from 'working' as Necrophytes. Which...actually is a good thing now that Necroids outnumber and out grow those dirty slaves, rendering the Necrophyte job an actual malus to your empire...

Heck, just add a selector to Species Rights, "prefered job strata".
 
  • 1Like
  • 1
Reactions:
Instead of fixing it just implement a way to control which of your Species can do what job. My founder species can be Citizens or Specialsits, nothign else... Outside of Ruler jobs of course but my Robots and Drones can ONLY do Worker jobs and be Cititzens if there is enough of them. These Aliens i capture a planetary system over with the trait to increase Miner jobs? Well they can worj the Mines ONLY. The rest can be, I dunno moved to other places. I would like to greatly be able to control which pop work what position on my planets.
 
  • 2Like
  • 1
Reactions:
So, constructively speaking, here's what I'd like to see for slaves and non-synth robots:

- Robots and slaves can't be Civilians.
- Robots and slaves take jobs from Citizens and Residents.

- Citizens don't show up as Unemployed and immediately get demoted all the way down to Civilian if necessary.
- Robots and slaves DO show up as Unemployed -- those icons can become useful again, because they will indicate when someone who is not allowed to be jobless has no available job.

IMHO that would be a more coherent and functional use for the existing icons and new mechanics.

Oh man I would love this so much. Great idea HFY, I hope the Devs implement this.

I mean, what's the point of a society that can replace Workers with automatons, if not to have those workers go be enjoying drinks in the park and working on their screenplays?

While we're at it I would really love a Policy, Living Standard, or heck even a Trait which prevented Robots from taking Specialist jobs. We don't have anything like that at present - the only option is to never research the second tier of Robot technologies, which does more damage than it solves in the grand scheme of things.
 
  • 1Like
Reactions: