This article is for the PC version of Stellaris only.
Slavery is where a species has its rights curtailed in order to boost its Mineral and Food output at the cost of causing a penalty to its Energy and Research production, as well as sharply reducing the Happiness of the pop. Patch 1.5 adds 3 settings for Enslavement of a Species and several forms of slavery through the species rights system. Slavery is no longer handled on a per-pop basis and a Sector may no longer decide which pop will be enslaved, that decision is made by the central government.
Enslavement and emancipation
With the Slavery policy active, an empire can choose which species can be enslaved as well as how they are enslaved via species rights. Enslavement is done automatically based on the species and (in some types) what they are working on.
There are the following Enslavement options:
Slavery types are as follows:
- Iron Fist governor trait increases slave productivity by +10%
- Slave Processing Facility building increases productivity by +10%
- Slaver Guilds Civic increases slave productivity by +10%
- Authoritarian and Fanatic Authoritarian boost it by +5% and +10% respecitvely
- Enslaved pops (regardless of type) do not receive happiness related bonuses or penalties to production
- Enslaved pops do still suffer habitability penalties to production
- Enslaved pops have a -50% discount to resettlement costs and the Corvée System civic will reduce this by another -12.5%, allowing the empire to resettle slaves for 37.5. This can be used to great effect when colonizing planets; once the colonists have landed, the player can immediately proceed to building mining and agricultural sectors and then ship in slaves to work on them. This will free up all non-enslaved pops to work on specialist jobs, allowing the empire to get new colonies up and running very quickly. Once the slaves have served their purpose or are needed elsewhere (on another new colony for instance), they can easily be shipped off-world to other planets.
- Battle Thralls get +20% army damage.
- Livestock produce food without needing a job from a sector.
- Setting a slave race to Limited Military Service will allow building of armies with that species, permitting the recruitment of Slave Armies. The Battle Thralls slavery type in particular works well with this.
- Any planet with slaves should have a Stronghold or Fortress along with a decent amount of armies on it to ensure that unrest is kept under control. However, with the right traditions and buildings, the need for it might be negated, albeit only partially.
- The direct bonus is the increased production from the pops themselves and possibly from free pops across the empire.
- It also boosts Authoritarian or Xenophobe Ethics attraction for free pops on the same planet.
- Slaves can not join Factions and use the baseline Happiness of 50% regardless of Ethics (however see below).
- Slaves operate on an Impoverished Conditions Living Standard. Under Caste System this will override the Living Standards selected for the species as a whole
- As a combination of increased income and poor living standards, slaver empires tend to have a lot more Minerals available - but this can vary based on the Slavery type used for the species
- Slaves are unhappy. They suffer a happiness penalty ranging anywhere from -10% to -30% depending on slavery type. This is in addition to the penalty from their Living Standards (usually -20% from Impoverished).
- As a result of poor Happiness, slaves will produce considerable Unrest, which poses a danger in potentially triggering harmful event that might culminate in a rebellion. Considerable Armies and other Unrest suppression methods will be needed to counteract this.
- Slaves are drawn towards Egalitarian and Xenophile ethics. Even though they are forbidden from joining factions, they produce considerable unrest which ties into the Dangers section below.
- As slaves cannot join Factions, a large percentage of pops will not be eligible for forming factions. This can delay the forming of happy factions and the associated Influence income somewhat.
- Egalitarian and Xenophile empires of any kind will not be happy with the use of slavery.
- Unrest-incited slave rebellion is always a danger. If unrest rises too high, the slaves may revolt, which will spawn a number of rebel armies that will attack any defense armies stationed on the planet. If the rebels are able to defeat said defense armies and conquer the planet, the system will flip to their control, forming a new empire. After breaking free, it is highly likely that the rebel slave empire will try to join a nearby Egalitarian or Xenophile empire, causing the empire in question to annex the rebellious planet, likely leading to a full-scale war in the process.
- An empire that practices slavery is a valid target for the "Stop Atrocity" wargoal which, in the case of slavery, has two effects: First it will free and emancipate all slaves in the empire, effectively crippling the Mineral (and possibly Food) income of the empire. Secondly all the former slaves will emancipate as Xenophiles and/or Egalitarians and are extremely likely to form or join appropriate factions almost instantly. These factions are likely to be quite unhappy, producing Unrest. At the same time, the former owners will also be unhappy, leading to even more Unrest. This could actually result in an even worse Unrest situation than from just having slaves and can, at worst, completely destroy the internal stability of the empire, leading to massive economic problems (due to resource production penalties caused by unrest) and possibly even revolts breaking out all over the empire (also caused by high unrest).
- Stationing Armies on a planet will lower unrest.
- Happy pops will have a minor unrest suppression effect, slightly lowering unrest.
- Certain civics, traditions and edicts will lower unrest:
There are also a number of buildings that can combat unrest
- Fortress -50
- Stronghold -30
- Slave Processing Facility -25% (Slave only)
- Military Academy -10
- Psi Corps -10%