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From the original post: "Create a xenophobic empire, Fåhraeus explains, and you'll be able to capture aliens and use them as slaves. Found a xenophilic empire, and you won't have that option."

"...you'll be able to..." "...have that option."

These terms indicate that its a choice for xenophobes, not a requirement or guarantee.

It indicates that there is a choice, but not that it won't always be possible. (just like in CK2 you have the choice as a pagan to raid or not to raid - in fact I would like something a bit like colonization in EU4, with if you want the additionnal requirement of being xenophobian).
And that's not really what I call "way ahead" of differenciating slavers from xenophobians.
 
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Various people said:
semantics

You keep using that word. I don't think it means what you think it means.

If you think that semantics is mere quibbling over arbitrary names, you are probably misguided about the meaning of the word "meaning". I don't blame you though: what "meaning" means is notoriously difficult to explain.

I wish there was an established principle that crystallises this, but couldn't find one, so I'll make it up myself:

Thorv's Law

1. If an online discussion about the meaning of a word goes on long enough, sooner or later someone will complain that "it's just semantics"

2. The first person who complains that "it's just semantics" automatically loses whatever argument was in progress​

In fact, the main point in this thread doesn't even involve "semantics" as such. Rather, it's about the factual relation between the social phenomenon of xenophobia and that of slavery. This is a tenuous relation at best, so the OP clearly has a point.
 
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If an online discussion about the meaning of a word goes on for long enough, then it IS semantics. Of course that depends on what the meaning of the word "IS" is.

If for the sake of GAMEPLAY there needs to be a distinction between hateful, genocidal empires and those that merely want to take over, we can call one "Xenophobic" and the other "Imperialist".
 
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If an online discussion about the meaning of a word goes on for long enough, then it IS semantics. Of course that depends on what the meaning of the word "IS" is.

If for the sake of GAMEPLAY there needs to be a distinction between hateful, genocidal empires and those that merely want to take over, we can call one "Xenophobic" and the other "Imperialist".
Except that we are not talking about the meaning of a word, but about a game mechanics.
 
You keep using that word. I don't think it means what you think it means.

If you think that semantics is mere quibbling over arbitrary names, you are probably misguided about the meaning of the word "meaning". I don't blame you though: what "meaning" means is notoriously difficult to explain.

Are you trying to argue the semantics of semantics now?
 
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If an online discussion about the meaning of a word goes on for long enough, then it IS semantics. Of course that depends on what the meaning of the word "IS" is.

If for the sake of GAMEPLAY there needs to be a distinction between hateful, genocidal empires and those that merely want to take over, we can call one "Xenophobic" and the other "Imperialist".
Are you trying to argue the semantics of semantics now?

ok, now, STOP IT. You and your kind are ruining this thread. If you don't find it interesting, don't comment on it and please, leave. It's neither a funny or a clever attitude. There is plenty of threads about Stellaris : you don't need to come here if you don't like it.
If you have something to say about the subject, you're free to share your ideas, but please read what've been written before. The idea to make a distinction between xenophobian, possibly genocider empires and slaver empires is the topic of this thread. And again, this is not about what the words mean, but about how it is translated into gameplay (like: two separate traits, a specific technology or ideology, or even a dedicated diplomacy action). One of the problems was : is it possible for a non-xenophobian empire to also be a slaver empire ? And also : can you have good relations with an other empire if you enslave (or if you did enslave in a war) some of its citizens ?

Idiot, read my second paragraph again.
Read the whole thread.
 
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I've been reading the whole thread. I read every single post on this forum for the last few weeks. This thread is mostly about semantics. I see you do want to talk about gameplay now and I'm all for that.

Basically I think the player should have all kinds of options when it comes to how to treat other races.
 
Anyway.

In this thread many people have been discussing more than one aspect of the subject, including semantics, and anyway, when you're trying to identify something that could be translated into gameplay you need a bit of semantics. In other words, semantics leads to immersive gameplay. Like, in EU IV, you need to know what is colonialism before thinking about its gameplay translation.
An other example is what modders of total conversions do : the modders of CK2's WTWSMS mod (also known as the Dark Ages mod since it covers the time between the fall of the western roman empire and the birth of feudalism) wanted to create a new gameplay for the migratory invasions. The first step is to define what it is. Then, you have to find how to translate it into gameplay. In fact it's even more complex than that: the goal is to create good and balanced gameplay while making it looking like history (or fictional history : on this matter, Warhammer's non-conqueror wood elves were challenge for the modders. In the end, they decided to give them the opportunity to join every war against the Chaos and other lore-friendly interesting mechanics).

So of course you can talk only about gameplay, but if you only put a name on your gameplay options, it won't be a good Paradox game. It will be like Beyond Earth or Endless Space, that is a game a lot less immersive than Paradox games.

That's why it's important to know what "xenophobian" means, and then what in means in terms of gameplay. If it only means that you have bad relations with other empires and that you can raid them for slave, then it's poor, non immersive (because not interesting, not varied and never surprising) gameplay. If it only means that this empire is generally hostile towards everyone BUT that there are other traits that make this empire more specific (like: fanatic, slaver, conqueror, megalomaniac, paranoid...) it can be more interesting, because it leads to more variety and more surprising attitudes (AI-wise, for example: a paranoid attitude can ask your help against their non longer trusted ally... to later betray you because they think you will attack them).
It's also important to know what "slaver" means, and especially, what it means about the attitude of a state towards strangers (and vice versa). I think there should be a lot of different diplomatic attitudes : a non-slaver federalist should hate a slaver state... except if the federation allows slavery AND he agress with everything that the federation says, of course ; while a non-slaver isolanist would probably not care. And this has already been told, but there are various kind of slavery and maybe they could not be treated in the same way. Gameplay-wise, this could be translated into three kinds of slavery : war prisonners (that could matter in the war score, or could be treated as hostages - it might work well for Stellaris special characters), trade slaves (bonus to production, malus to happiness, like in other space games, and maybe part of a trade system ?) and planet-scale slavery (alien planets that work for your empire but might be rebellious - in this case we need to find why it would be better to have a slave planet than to colonize with your own population. We probably need to define how a slave world would work first.).
 
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I definitely support gameplay that tries to emulate real events. This kind of complexity moves the game in the right direction on the spectrum between simulation and pacman. The trouble is you're still being semantic about it. Real events are not semantic. They don't fit into rigidly defined concepts. "Slavery", "democracy" etc don't necessarily take one specific form. Your solution seems to be to divide them into a range of rigid, specific forms. But if instead there were deliberate vagueness, the system would be able to model complex behavior out of simple elements. The real world is ambiguous, not easily defined.
 
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ok, now, STOP IT. You and your kind are ruining this thread. If you don't find it interesting, don't comment on it and please, leave. It's neither a funny or a clever attitude. There is plenty of threads about Stellaris : you don't need to come here if you don't like it.
If you have something to say about the subject, you're free to share your ideas, but please read what've been written before. The idea to make a distinction between xenophobian, possibly genocider empires and slaver empires is the topic of this thread. And again, this is not about what the words mean, but about how it is translated into gameplay (like: two separate traits, a specific technology or ideology, or even a dedicated diplomacy action). One of the problems was : is it possible for a non-xenophobian empire to also be a slaver empire ? And also : can you have good relations with an other empire if you enslave (or if you did enslave in a war) some of its citizens ?


Read the whole thread.

Hahaha, do you not realize I was the very first reply to this thread? This thread, quite literally, is one of semantics. The OP is trying to semantically argue that a label for a game mechanic, a set of effects and options that will almost certainly amount to a very minor portion of the game, MUST be changed because of his perceived definition/connotation to several terms. Its like saying that the Marshall in CKII shouldn't have the mission named "train troops" because it increases the *size* of your levy, rather than the *quality* of your levy and thus should be called "recruit troops" instead. Its nitpicking at most and straight out wrong at the least. Xenophobic cultures shouldn't be required to have slaves but it makes perfect sense for them to have the option.
 
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You are being wrongfully contemptuous with everyone that shared their idea on this thread. Not only you don't understand what we are doing here, but you are also being aggressive.


i'm not mocking you. You don't mock me.
do you not realize I was the very first reply to this thread?
You're saying yourself that you don't feel concerned by what the OP said, so it's quite logical that this thread is not interesting for you, and this is why the only interesting thing for you is the comment that says that it is not interesting. You're only refusing to understand here. Probably because you're not enough familiar with the problem. Though I don't blame you for that, I blame you for your attitude. Please try to be open-minded.
This thread, quite literally, is one of semantics. The OP is trying to semantically argue that a label for a game mechanic, a set of effects and options that will almost certainly amount to a very minor portion of the game, MUST be changed because of his perceived definition/connotation to several terms.
No. I explained why just above. And I'm not the only one. We also don't know at all if slavery is a very minor portion of the game - in CK2, raiding is not a very minor portion of the game, because we see in most of the games and it's a central mechanics for Norse pagans (even if I don't use it very often). If it's the same for xenophobian Stellaris empires, then it's also a very important mechanics.
The OP was being humble when he said that, for him, slavery is not necessary for xenophobian empires, and even that's a bit contradictory. he doesn't want to change the mechanics because of his own definition of the game. He says that slavery and xenophobia are two different things that should be treated as such in game. And seriously, if this thread is about empty semantics, many threads on this forum are about empty semantics, including the one about Parallel ship building, which works exactly in the same way as this thread. But it doesn't bother you, since you find the subject interesting. I think that you're just being aggressive here because you don't understand what it's about (you say "it's semantics" but you could also say: "that's only fanfiction" or "that's just litterature, it has nothing to do with our world"). This is a vain attitude, which is funny given that you don't seem to like vain things.

Its like saying that the Marshall in CKII shouldn't have the mission named "train troops" because it increases the *size* of your levy, rather than the *quality* of your levy and thus should be called "recruit troops" instead. Its nitpicking at most and straight out wrong at the least.
No. Because to train, first you need to recruit. Recruits are trained. The levy is composed of trained men. So it makes sense.
But there is indeed an example of vain semantics if you want: cultures. There have been many threads about how culture is more about language or about military customs, or about a variety of factors. In the end everyone was angry and the only gameplay proposals were about adding or removing certain cultures in game (there was a huge gap between the degree of abstraction of the discussion and the gameplay of the game). For Stellaris it's more complicated, because all we are doing on this forum is purely speculative, since nobody here played the game. You can say that this is a very minor mechanics if you want, but there is no way to prove that. And Paradoxians know how even a minor aspect of the game can be annoying if it's not well designed (I'm looking at you, seduction focus).
And what if it pleases us to discuss things that have a minor impact on the game ?
Xenophobic cultures shouldn't be required to have slaves but it makes perfect sense for them to have the option.
Sigh... Please re-read the full thread. I'm tired of this so i'll only summarize. It has been debated if
  1. it makes "perfect sense" for all xenophobian empires to have to option to enslave, trade slave
  2. it makes "perfect sense" for some non-xenophobian empires to also be able to enslave, trade slave
Because it has also been debated if xenophobian and slaver should be different things in game. And if it makes sense for a non-xenophobian culture to have slave. And you know that we need to define xenophobian before we can tell that it makes perfect sense for all of them to be able to have slaves.

Historical and logical examples have been given and debated. I don't know for everyone else, but in the beginning, my opinion was that there should be two separate traits, and that the slaver traits should be given under certain circumstances to any empire with the compatible ideology/government system/etc..., no matter if it is xenophobian or not. In the end, my opinion was that it should still be two separate traits, but that only a part of the xenophobian empires should have the option to have slaves, since a lot of people can't imagine a non-xenophobian slaver empire (though I'll probably try to mod that myself later), but can easily understand that all xenophobian empires are not slavers. (as I said I'm sumamrizing here. If you want more details, please re-read the thread).

Now tell me if the sentences are too long or unclear, because I feel like I've been explaing the same thing many times now. I don't think that I'll look at this thread again if the next answer is this one again. The topic is interesting but now it feels like debating about the God-Emperor of Dune with my cat.
 
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I think that some of you have missed the fact that large parts of our society nowadays accept the notion that slavery and colonialism are impossible without also degrading the enslaved and colonized to less-than-humans. There is quite frankly no other way to handle your subjects morally, and even if you convince yourself otherwise you will in practice (at least if you look at every instance of European colonialism and slavery) treat your slave and colonial subject as less-than-human. It is clearly in this context that P-dox is using the words xenophilic and -phobic, because this means that having a pet alien because you adore them still means that you unintentionally strip them of their rights as intelligent beings, making you practically xenophobic even if you yourself don't acknowledge that. On the other hand, if you use xenophilic in this context, as in meaning that you truly "love" the stranger and therefore morally consider him your equal, you could perhaps invite him to your palace and write poetry together, but you surely would let him leave when he wants to.

Now, you might not agree with the PC notion of how slavery works and the modern usage of the word xenophobia, but P-dox clearly does. This whole discussion is probably unnecessary, however, when you consider the game mechanics that slavery surely is going to depict: mass deportation of aliens to work your farms and factories. And this I really hope that everyone can agree is impossible without horrific moral transgressions possible only to rabid xenophobics.
 
And this I really hope that everyone can agree is impossible without horrific moral transgressions possible only to rabid xenophobics.

I don't quite agree with this. Given our modern understanding of human rights, I do agree that slavery entails de-humanisation or, if you prefer a species-neutral term, "de-personalisation" of the enslaved population, but I don't see why this moral insensitivity can only be present in xenophobes. What's more, a true xenophobe would fear or hate *all* alien species. By contrast, de-personalisation can operate selectively: for example, a mammalian alien might think it's morally ok to enslave sentient molluscoids (because he is incapable to empathize with them) but morally unacceptable to enslave sentient avians.

From both a gameplay and role-play perspective, I'd like the available options to be grouped together in a way that makes better sense. In some civilization games, loosely related social policies or "civics" are clustered together in arbitrary ways. For example, in Civ4 "Pacifism" is classed as a "Religion" civic. I'd like Paradox games to be a bit more sophisticated than that.

Xenophobia could be associated with traits such as:
  • Isolationism
  • Chauvinism
  • Jingoism
  • Intolerance of alien culture
  • Opposition to immigration
I don't think that slavery quite fits in there, to be honest.

Now tell me if the sentences are too long or unclear, because I feel like I've been explaining the same thing many times now

Your point is clear enough to me, and I am inclined to agree with it :)

I share your frustration. The people who respond "it's just semantics" are just trying to be dismissive. Typically, these people know little or nothing about the actual purpose and structure of semantic theories. They misuse the word "semantics" and confuse it with a pejorative caricature of lexicology. They also seem oblivious to the fundamental fact that meaning is the single most important thing in communication, which makes their complaints both annoying and self-defeating. What these people really mean when they complain about "semantics" is something like: "I don't care what you choose your words to mean, so why should everyone else care?", which is not a cogent argument for anything.
 
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I don't quite agree with this. Given our modern understanding of human rights, I do agree that slavery entails de-humanisation or, if you prefer a species-neutral term, "de-personalisation" of the enslaved population, but I don't see why this moral insensitivity can only be present in xenophobes. What's more, a true xenophobe would fear or hate *all* alien species. By contrast, de-personalisation can operate selectively: for example, a mammalian alien might think it's morally ok to enslave sentient molluscoids (because he is incapable to empathize with them) but morally unacceptable to enslave sentient avians.
My point is that, to be morally consistent you can't hate any intelligent species. So hating one shows that you in fact are xenophobic, even you don't necessarily hate everyone. In a strictly moral debate I don't see other way of looking at it. Since we are also discussing how interstellar empires operate as wholes and how to handle this in a game mechanics sense, however, you have a very good point. We'll see more as P-dox shows us more of the game, but it would be reasonable to have your empire treat groups differently.
 
Xenophobes don't have to be isolationists (Nazi Germany). And isolationists don't have to be xenophobes (Switzerland) ;)

Are you thinking of isolationism in terms of neutrality and lack of military alliances? I am thinking more in terms of reluctance to join an interstellar federation -- like those contemporary European xenophobes who are opposed to political integration within the European Union.

As for your examples: granted, Switzerland sounds like an exception. But I am not sure about Nazi Germany: the Axis was an alliance of convenience between xenophobic governments, each somewhat isolationist in its own way. Mussolini's notion of "Autarchy" or self-sufficiency is a typical example of juridical and economical isolationism.

Anyways, in game terms: if you are a xenophobe it should be very difficult for you to become a member of a federation. And a federation that includes xenophobic members should be unstable.

My point is that, to be morally consistent you can't hate any intelligent species.

Yes, that's right, but hate and fear often are irrational feelings and don't sit well with moral consistency. A "selective hater" (somebody who hates some but nor all sentient beings) probably isn't very good at moral reasoning, but is he a xenophobe? Arguably, xenophobes themselves aren't morally consistent either, unless they fear and hate themselves as well.
 
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A "selective hater" (somebody who hates some but nor all sentient beings) probably isn't very good at moral reasoning, but is he a xenophobe?
Yes. That is exactly what I am saying. Even if that individual most likely wouldn't agree, just like most present day racists never would. But as I stated previously, the simplistic hater/lover division is fruitless when discussing large and complex social structures, like galactic empires! I would even say it's barely useful for anything but a strictly moral discussion of right/wrong, but hey, what's wrong with that? ;)