Population Morale and Slavery
Posted: Mon Aug 15, 2016 4:27 am
As of r16701, the new morale and slavery mechanics are up on 'stable', and I believe they're working as intended. However, the in-game documentation nodes/tooltips are still a bit lacking, so just how these new pieces work may be unclear. Here's a short rundown:
Happy vs. Unhappy colonists: Colonists will become discontent if their morale drops below 0. However, while many in-game actions can instantly change a population's reported morale number, changes in happy/unhappy state are not instant. Instead, each unit of population has a chance per-turn to change state if the current morale rating of the planet suggests that there should be more or less unhappy colonists. This means is that if you do something that your people don't like, it will take a while before they start aggressively protesting because of it. And similarly, if you do something that makes them happier, that won't instantly solve any discontent population issues you've been having.
Revolts: Discontent population is a problem, because discontent colonists produce no resources. However, if you have more discontent population on a planet than content population, there may be a chance that the dissidents will attempt a revolt. Revolts work like normal ground combat, with the dissidents fighting against your loyal forces. Any tank battalions stationed on a planet will always remain loyal to you, so keeping a standing army on unruly planets is a good way to ensure they don't stage revolutions.
Slavery: Slaves behave like discontent population for the purposes of revolt odds, but, unlike dissidents, slaves will produce some wrenches and food each turn. If you have a sufficient loyal military presence on a planet (either in the form of loyal citizens of another race, or tanks) you can force most population types into slavery, provided that you have the "slave collar" technology. Gremak start with this tech, and any other factions can unlock it by buying slaves from a Marauder faction.
Sacrificing Slaves: Slaves normally produce only 1 wrench per turn. However, once per turn, per planet, you can sacrifice a unit of slave population to immediately add 100 wrenches to your current production project. Sacrificing slaves tends to create morale problems, however, it's worth knowing that Gremak colonists have a "no empathy" special trait that prevents them from taking morale penalties in this situation.
Slave Raids: Gremak Maruaders are now a special ground combat unit type, called "Marauder Raiders". Raiders can be built like tanks, though doing so requires knowledge of "Slave Collars". If you load raiders onto transports, you'll be given the option of performing a "raid" when in orbit of an enemy planet. Raids have a chance of capturing defending units of population as slaves. The Marauder NPC factions now prefer slave raiding to bombarding colonies, and you may find that marauder bases now contain enslaved populations from one or more nearby empires.
Happy vs. Unhappy colonists: Colonists will become discontent if their morale drops below 0. However, while many in-game actions can instantly change a population's reported morale number, changes in happy/unhappy state are not instant. Instead, each unit of population has a chance per-turn to change state if the current morale rating of the planet suggests that there should be more or less unhappy colonists. This means is that if you do something that your people don't like, it will take a while before they start aggressively protesting because of it. And similarly, if you do something that makes them happier, that won't instantly solve any discontent population issues you've been having.
Revolts: Discontent population is a problem, because discontent colonists produce no resources. However, if you have more discontent population on a planet than content population, there may be a chance that the dissidents will attempt a revolt. Revolts work like normal ground combat, with the dissidents fighting against your loyal forces. Any tank battalions stationed on a planet will always remain loyal to you, so keeping a standing army on unruly planets is a good way to ensure they don't stage revolutions.
Slavery: Slaves behave like discontent population for the purposes of revolt odds, but, unlike dissidents, slaves will produce some wrenches and food each turn. If you have a sufficient loyal military presence on a planet (either in the form of loyal citizens of another race, or tanks) you can force most population types into slavery, provided that you have the "slave collar" technology. Gremak start with this tech, and any other factions can unlock it by buying slaves from a Marauder faction.
Sacrificing Slaves: Slaves normally produce only 1 wrench per turn. However, once per turn, per planet, you can sacrifice a unit of slave population to immediately add 100 wrenches to your current production project. Sacrificing slaves tends to create morale problems, however, it's worth knowing that Gremak colonists have a "no empathy" special trait that prevents them from taking morale penalties in this situation.
Slave Raids: Gremak Maruaders are now a special ground combat unit type, called "Marauder Raiders". Raiders can be built like tanks, though doing so requires knowledge of "Slave Collars". If you load raiders onto transports, you'll be given the option of performing a "raid" when in orbit of an enemy planet. Raids have a chance of capturing defending units of population as slaves. The Marauder NPC factions now prefer slave raiding to bombarding colonies, and you may find that marauder bases now contain enslaved populations from one or more nearby empires.