Stellaris penal colony. The ones who escaped became the Flood, the basically zombie virus of Halo. Stellaris penal colony

 
 The ones who escaped became the Flood, the basically zombie virus of HaloStellaris penal colony  So kinda like a prison planet

Claiming territory and invading colonies. ive got a size 25 tomb world that isnt good in particular anything but having a lot of city districts. Maybe seeing such a perfect world could change their mindset, help them find a new purpose in life, stuff like that. crime is a very underutilized feature in general and theres exactly one usage scenario that requires you to have a penal colony and that is somehow ending up the ally of a criminal heritage megacorp. Sounds like a space Australia origin story. I thought that with noxious, gaia worlds, double amenities (after ascended penal colony) and the cyborg happiness trait you could run -happinees edicts and still have 100% happiness on your ruling main race. View community ranking In the Top 1% of largest communities on Reddit. One very effective way of doing that would be to just bring a Colossus and crack the planet, or use a neutron purge or whatever it's called, to purge all organic life. I know what benefits resort and penal colony worlds bring but what I'd like to know is how do I decide which planets to convert to these, assuming they meet the minimum conversion requirements? Or are they just something "nice to have". 408K subscribers in the Stellaris community. Hello and welcome to my channel, thank you for stopping by. Resort words are great; free amenities everywhere, and all you have to do is pick a colony you weren't going to develop anyways and not develop it. I had the crystalline bane emerge on a brand new colony, so of course it immediately overwhelmed my defenses and destroyed the colony. desc" #Also for localisation, this is the flavour text below the title picture = GFX_evt_alien_ruins #A cute picture so your event is prettier, you can use the ones Paradox made, they're in SteamAppscommonStellarisgfxevent_pictures show_sound = event_alien_signal_02 #A sound to let your players know stuff went down. (for stellaris only) So in that scope my idea is two fold. shimmer. In general I really like making the penal colony also the main millitary world. Content is available under Attribution-ShareAlike 3. Penal colony does not feel like a penal colony. Declare war and eliminate crime syndicate. In this case. Overview. What you need is: potential = {. (kinda wish i'd left the cost alone now, but i no longer have. Exploration is one of the first priorities of any spacefaring empire. 56 Badges. I know it does that for resorts maybe penals? Correct, penal colonies ignore habitability in the same way that resorts do. Can you use penal colonies with criminal syndicate to steal pops from other nations at an accelerated rate via the increased immigration? Has anyone…Business, Economics, and Finance. New comments cannot be posted and votes cannot be cast. That will put them at a Total War with all empires in the Galactic Community. Members Online Stellaris Dev Diary #322 - 3. NOT = { has_modifier = penal_colony }Penal colony not working. For comparison in 2. Reply. "If you have researched the normal thrall world and penal colony techs it will now be possible to convert habitats into thrall worlds and penal colonies. Overview. y otros países. I suggest trying that build in Stellaris evolved. Have only one job available and allow all future colonists to auto migrate off. With overturned you're losing 30 years dropping you down 75% of usable life. That can only happen if all your pops have 100. My thoughts. On smaller planets their pop growth bonus is so tiny that you're looking at around 40-50 years to create a single extra pop. 仅限己方已殖民星球. First time playing as Machine Intelligence, I'm a Driven Assimilator with Resource Consolidation Origin. Please have criminals actually be deported to a penal colony, if you have one. Keep (first colony) Donjon (second colony especially if in same system) Moat Altar (capital) Forge (main alloy world) Market (gen world). [Engineering]: Powered Exoskeleton -> Robots -> Droids. I was excited to purpose build a habitat in a remote system and make it a penal colony but evidently they do not meet the requirement in size. Then 3 basic resource districts of same type. A row of garrisoned fortresses, and it's good to go. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. Legacy Wikis. Without a strong foundation what you're building will just collapse in on itself. And. IIIPhoenixIII • 6 yr. 8. Throw them all onto a border world and release it as a vassal. They're condemned to death, and every alien species would find it a harsh environment. First time playing as Machine Intelligence, I'm a Driven Assimilator with Resource Consolidation Origin. And you CAN use planets with previously build districts - as long as you demolish them. Let the unemployed auto migrate to other planets. y otros países. DesertEagleF bot 于4年前 此页面。. You dont even need to develop them past that. Just colonize a godawful planet and after the colony is set up declare it a resort/penal colony. Wszystkie znaki handlowe są własnością ich prawnych właścicieli w Stanach Zjednoczonych i innych krajach. 33 Badges. This thread is archived New comments cannot be posted and votes cannot be cast. This could break with other mods & would require a lot of time to repair after Stellaris updates. Anti-Alien Task Force. planet_uncertain_past. They cannot declare war, and are forced to side with their Overlord in wars. Penal Colony +33% Immigration pull +100% Crime; −25% Crime on other colonies; Create Penal Colony decision A bleak penal colony, filled with criminals. 5, Penal Colony planet modifier has an issue on localization of other-planets effect. So say you have the special worm hole to the other dimension, thats gone. Stellaris. Major features include more varied opinion modifiers, new resolutions and operations, and the ability to form the Galactic Republic. Council. . I think the main problem of this civic is that you have to go fanatic authoritarian, which is a weak ethic in current meta. It will actually turn 100 hab once you turn it into a resort world. Colonization of a planet increases your needs in terms of energy credits. Let's start with penal colony. Tracking implants for -crime, extended shifts for slave output and Enhanced Surveillance for an envoy. A: A black hole, if you're noticing that the green marker that usually appears when using the build megastructure button on the construction ship isn't there, that's a vanilla issue, the same thing occurs. You need to have 100% habitability on it. 检查星球建筑和区划. You can reduce their political power, or change their species rights, or gene mod them, or enslave them, or increase your governing ethics attraction, or just treat it symptomatically by quashing crime and instability. Penal colonies are good when there is a useless world which you make into a penal colony. The penal colony itself has high crime, because all the criminals are sent there from elsewhere. A place to share content, ask questions and/or talk about the 4X grand strategy…Added DiffLines: * ''VideoGame/ { {Stellaris}}'': Patch 2. © Valve Corporation. Since Colony Ships are created at a starbase which planet do the pops come from? The closest or only allow colony ships to be build in systems with colonies. A. In same time colony ship is ~350 minerals. As far as I know (and I may be wrong about that) a penal colony has by default a 100% crimerate, lowers the crimerate empire wide and adds an empire wide emigration push. Get app Get the Reddit app Log In Log in to Reddit. Sounds like a space Australia origin story. I know what benefits resort and penal colony worlds bring but what I'd like to know is how do I decide which planets to convert to these, assuming they meet the minimum conversion requirements? Or are they just something "nice to have". Preferably a size 15 planet that doesn't have any good unique deposits like for Rare Crystals or whatever, and doesn't have many districts you want to have. Roll the Numa's Breath event from the Caravaneers for an additional +2 districts. 10 This mods adds various features and events centered around diplomacy and espionage. Less commonly, a Lost Colony can occur in an isolated region of Earth, such as a hidden valley, rainforest, or shipwrecked on an uncharted island. Report. ago. After 2210, clone vats' pop assembly speed becomes +15 when POP numbers are 1~7, +10 when 8. Penal colony does not feel like a penal colony. Create Penal Colony +33% Immigration pull +100% Crime; −25% Crime on other colonies; Designation changed to Penal Colony Penal Colonies technology;408K subscribers in the Stellaris community. This page was last edited on 4 July 2022, at 05:34. Is not a penal colony. "Specifically, Space Brisane. KityOnix • 4 yr. Are you tired of Stellaris' tiny selection of flag colours? This mod adds a bunch of colours. Planet modifiers. Penal colony, TBH i never create them because i never have crime. Post Apocalyptic Warrior Culture, Fanatic Militarist Materialist, lead by King Maxwell. TL;DR To summarize: - Unique buildings and districts - Pop upkeep is halved in penal colony - Penal colony. just wondering whats the max # of PCs since i only have 1 and i dont see any decisions on planets(size 15 up) to make more even though on pdx's wiki it says u can. Members Online. A warlike and fractious race that, upon making first contact with the Algan. Its the same for not being able to turn a Ring World segment into a Resort. Costs 100 Influence to start, 250 Influence to end; Is unlocked via the vanilla (rare) "Penal Colony" tech; Adds +100% local Crime; Adds +33% local Immigration Pull; Lowers Empire-wide crime by 25%; Choosing this Decision renames the world to "Australia". LethaLinguist • 21 days ago. Alternatively, if you have the penal colony technology researched (rare/purple), you can select one planet, which reduces crime on the rest of your worlds by 25%. A place to share content, ask questions and/or talk about the 4X grand strategy…Identical with Vanilla Penal Colony, except for name, flavor texts and graphics. Members Online Stellaris Dev Diary #322 - 3. Making special planets special, Resort and Penal worlds as decision controlled worlds. A [marauder species name] escape pod drifted into our space recently, after a particularly violent clash between two warring clans of the [neighbor marauder empire name]. The ones who escaped became the Flood, the basically zombie virus of Halo. Your colony ship cost 1000 Food and 50 Alloy to build. I actually like it how it is. [Engineering]: Powered Exoskeleton -> Robots -> Droids. Stellaris 2. KityOnix • 4 yr. You can also use those special planets for global modifiers, like Resort World or Penal Colony, those provide good bonuses to all planets in your empire. 4. Society research. Its a freshly colonized planet less than 10 pops and only slaves with indentured servitude. Then check by mousing over the crime percentages on your planets. Hovering over the leader will reveal the other veteran class traits. 2. Create Penal Colony +33% Immigration pull +100% Crime; −25% Crime on other colonies; Designation changed to Penal Colony Penal Colonies technology; Planet Size 15 or greater Gestalt Consciousness; Any owned planet has the Penal Colony modifier; Create Resort World +100% Habitability +1 Clerk job per 2 pops +15% Amenities on other colonies I'm confused, it gives -25% of Crime, +100% of Crime, and +33% of Immigration Pull. Vanilla crime is just little matter. It's a pretty grim tomb world so when I get the abandoned terraforming equipment event I jump at the chance to trigger it. Its size doesn’t matter no longer. 407K subscribers in the Stellaris community. 5 (a361) What version. This page was last edited on 4 July 2022, at 05:34. It was last verified for version 3. I haven't checked how penal colonies are in awhile so I apologize if some of my mod suggestions are already implemented. you will loose all your capitals growth but each new colony is an additional 1. What is your opinion on colony ships removing pop(s) from an existing colony rather than appearing. Go Space Broncos!" I always stick my penal colony on a relic world (and keep it as I transition to ecumenopolis). Is it even worth making penal colonies/resort worlds/thrall worlds? Penal colonies seem to be the most useful of the bunch since it reduces crime, but I've never had crime so bad to where it was any sort of issue (unless it was after recently conquering a planet). The state still exists, as you have to choose a government form, and have a. . Uncolonizable celestial bodies will be created as colonies but have no capital building. Throw them all onto a border world and release it as a vassal. 4. 2 allows empires to designate a world as a penal colony, which has a higher rate of crime due to most of its inhabitants being exiled criminals, but gains immigrants very quickly and reduces crime on other worlds, as the other worlds ship their criminals into this prison world. 2 Patch Releasedjust wondering whats the max # of PCs since i only have 1 and i dont see any decisions on planets(size 15 up) to make more even though on pdx's wiki it says u can. (playing an FE kind of build, incredibly limited territory Remnants) I know you can have them removed by having 0. Leaders can have multiple veteran classes via traits but the UI will only display the first one. This article is mainly aimed at newcomers, or at least past players returning after a long break, but hopefully even veteran players will be able to. 2 allows empires to designate a world as a penal colony, which has a higher rate of crime due to most of its inhabitants being exiled criminals, but gains immigrants very quickly and reduces crime on other worlds, as the other worlds ship their criminals into this prison world. There's no real negative effect, just doesn't really make sense. Exofungus Infestation: Planet. Dr / Dp / Dt = "specialized by decision" world (resort/penal colony/thrall world) The second set of digit(s) are always a two digit number, and represent the maximum districts possible for the planet. 1. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. 9]This mod is a global compatibility patch for Stellaris 3. Then check by mousing over the crime percentages on your planets. Indentured servitude slave economies tend. Negotiate a deal with the crime lord on the planet once crime is above 10. Dec 21, 2019 981 2. Not sure if its my set up or not. Sort of like a gaia world. And now also Resorts! (not updating the thumb) Changed 100 influence cost to 1000 unity and that's it. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. Van Diemen's Land was the colonial name of the island of Tasmania used by the British during the European exploration of Australia in the 19th century. Arrested Development and Stubborn/Rigid Programming is dangerous at lower levels (I'd say 1-3) and should be swapped out as soon as possible. One is that is an Australia type penal colony, where people were banished but otherwise free to live a normal life while there in exile; the other is that the pops are more like monitored laborers. As long as there is no crime on that planet it being a penal colony does nothing negative. Created by Fugasas. On its own, lost colony makes so you don't start on your species homeworld, which has a +30 habitability modifier. ASGeek2012 Colonel. 7. They help with reducing the crime from pops you tend to get on your bigger planets. The United Clans of Skiron was the democratic polity of the reptilian Skiro people. I say it that way intentionally to suggest that a newly colonized planet has blockers or other things that reduce max districts and it is nice to. You do not need 100% hab. It's not intuitive to build at all. © Valve Corporation. Missing Scientist. Penal and resort worlds absolutely. Penal colonies have a lot of untapped scifi potential, like the Sardaukar from the dune series born from a in world penal colony that are among the best soldiers in their series. Technically they are criminals, and you wouldn't want them. 5, Penal Colony planet modifier has an issue on localization of other-planets effect. . It also includes, to a lesser extent, the Psionics field. 2. No crime means there is no crime being generated. Penal Colony +33% Immigration pull +100% Crime; −25% Crime on other colonies; Create Penal Colony decision A bleak penal colony, filled with criminals paying off their debt to society in labor camps. Todos los derechos reservados. User:SirBlackAxe/Icons: Pseudo-icons for copy/pasting onto pages, to cut down on the size of the actual icon template. Are they worth making a planet one? The research doesn't show up early enough in my experience, so I've never figured out the particulars of each…If they only want pop growth from it, it'll only be a single -30 compared to clone army -40, it's pretty manageable. Todas las marcas registradas pertenecen a sus respectivos dueños en EE. Has no districts. 1. Yes, they will starve or flee if you don't feed and/or keep them happy. Penal Legions need to be a thing. ago. This thread is archived. Business, Economics, and Finance. Originally posted by stevasaur: A work-around for this bug is decolonizing the planet (by resettling all the pops off-world) and then recolonizing via colony ship. UU. Yes, though the penal colony modifier adds crime by percentage and an Ecumenopolis by virtue of it's purpose as en endless city has a lot more crime inherently. The planet only needs like one colonists to remain colonized. Anti-Alien Task Force. 75 weight per city/arcology. 10. Sector governors, tech and penal colony increases this efficiency quite a lot. They like peace and you're at war. Oh, that. A farming penal colony would take a shorter amount of time than building a max security prison with plans to keep every prisoner locked away for 90% of the day and maybe allowing them to knit scarfs or socks on the side for. 花1分钟创建用户后就能进行编辑 :) 登录 注册. Explorer (Subclass) subclass_scientist_explorer. Shuttle Crash. My greatest achievement in vanilla Stellaris: 0% crime (on a penal colony), 76% stability, 7k+ raw resource production from a single size 16 planet. Built a penal Colony because of over population in my empire and lack of jobs. Updated for 3. I made a Spacestralian empire once. Forced Labor is only for xenophobes. May 11, 2016. A place to share content, ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox Development Studio. A penal colony is just like any other except higher crime rates, so you do like any other except build more enforcer jobs. The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities, new armies. You could move all the pops with low approval rating to a penal colony. 57 items Description Overview Have you ever wondered why Resort Colonies are perfectly useful on Tomb Worlds but not Penal Colonies? Or been. . Suggestions? I think penal and resort worlds are. Create Penal Colony 1000 Until ended (2500) +33% Immigration pull +100% Crime; −25% Crime on other colonies; Designation changed to Penal Colony Penal Colonies technology; Planet Size 15 or greater Gestalt Consciousness Empire Capital; Penal Colony, Resort World, or Thrall-World modifier; Any owned planet has the Penal Colony modifier Habitat. Go to Stellaris r/Stellaris. Locked post. Penal Colonies: 8000: 3 Create Penal Colony decision Artificial Moral Codes; At least two owned worlds Not Gestalt Consciousness; Base: 32. I haven't got the Penal Colony decision teched yet, but a tomb world would be "perfect". What’s the best penal colony planet set up you’ve found? (Fluff-wise) Today I discovered a size 17 jungle hellscape with high gravity and predatory plants, in a dead end system in the middle of galactic nowhere, bordered by a black hole at the entrance of the the dead end. 4. 4! Charismatic, Curious, Elegant, Enigmatic, Friendly. 前置科技:. One of my earliest custom scenario colonies was a memetastic space druglord named Bablo Escopar who wanted space to expand his grow operation without the need to bribe uppity politicians. It can only happen once per game. " Not compatible with. Make sure the starbase is of colony use, add Deep Black Site mod if available, make sure its connected to trade network. Every new colony build is give us +1. ago. Then, select "Colonize Planet". Ramp up amenities, spam enforcers, or get ready to deal with long-term problems on that world. yea depends on your empire size, a big empire with 20-30+ planets gets a huge production. What are your Penal colony’s like? : r/Stellaris r/Stellaris • 2 yr. Stellaris Wiki Active Wikis. Set it to martial law with fortresses to keep stability, and sit back and watch your forced labor produce dividends. Primitive civilization event chains. galadon3 Mar 31, 2019 @ 9:51am. . (like to a factor of 1000) I can't purge them because xenophillic so I tried to put them all on penal colonies but this does not seem to be working. Early game exploring is key for an empire to start growing rapidly, however. This is Stellaris - Stellaris - How to Penal Colony - Are Penal planets worth it in Stellaris?Thes. just wondering whats the max # of PCs since i only have 1 and i dont see any decisions on planets(size 15 up) to make more even though on pdx's wiki it says u can. ' I feel like something epic is about to happen, going to colonize them and see what happens. crime is a very underutilized feature in general and theres exactly one usage scenario that requires you to have a penal colony and that is somehow ending up the ally of a criminal heritage megacorp. I rp my stellaris too much. ManuLlanoMier • 4 yr. capital - is your homeworld, or a world you chose with the "move capital" at the top of the planetary management screen. 8 "Gemini. They're both so worthless that they're more for RP than anything. 3][f622] Thread starter currylambchop; Start date Jan 22, 2022;. [planet id] effect remove_modifier = relic_activation_cooldown. It also helps with pacifying new occupied planets. Besides an empire's home system, all systems start unexplored and unsurveyed. 2. The -25% Crime reduction for Penal Colonies, afaik, is additive with other such modifiers (Society tech, primarily), and could realistically make a difference in our scenario. At the start of the game, no empire knows anything about the universe beyond their home system. Stellaris - Ascending Thrall World, Penal Colony and Resort World doesn't do anything [3. 流放地 (Penal Colonies) 该页面为自动生成页面,如有修改的需求请添加至下面的攻略或者相关页面中,否则将会因版本更新而覆盖掉。. Colonization is the process of establishing control over an uninhabited, habitable planet with a Colony Ship. Any time I take over an enemy planet that I don't intend on keeping, I transfer the populace to a prison planet for. The final step to colonizing is being patient. urban world - majority city districts, . Though I imagine Penal Colonies thrive in Slave Empire builds, where you always have a large amount of Unhappy Slaves. #footer_privacy_policy | #footer. 7 Jobs List (WIP) Original code by bipedalshark Parser code : Github Website code :. Enter the name of a modifier to filter the entries in the table. Reduced reproduction rates. I can't wait for the new. ago. I know what benefits resort and penal colony worlds bring but what I'd like to know is how do I decide which planets to convert to these, assuming they meet the minimum conversion requirements? Or are they just something "nice to have". Thrall-World Can build Slave Huts and Overseer Residences buildings; Cannot grow free pops; Cannot support city districts; Cannot support. Exploration is one of the first priorities of any spacefaring empire. R5: Got a message from the Caravaneers that members of the Jakly species were seeking political asylum on my penal colony. Look for a bunch of tomb worlds with odd/depressing names. Actually, a Gaia "penal" colony would make a great spot for rehabitilation of prisoners. Colonization lasts 12 months. Empire of Sin AoW: Planetfall Cities: Skylines Crusader Kings 3 Europa Universalis 4 Hearts of Iron 4 Imperator: Rome Prison Architect Stellaris Surviving Mars Surviving the Aftermath. The real question is why would you want a penal habitat when there are empty tomb worlds ripe for colonization. 4The first 1000 people to use the link will get a free trial of Skillshare Premium Membership: Kids, wanna learn about protection. You can only make a planet a Penal Colony while it still in the newly colonized stage (ie: before upgrading the capital at least once). < > 14 Comments CasusBelli420 Apr 14, 2021 @ 1:26pm Is this compatible for the next update? Darkaiser Jan 18, 2019 @ 1:24pm Perfect for anyone who desires to build. Currently out of date. In addition it has no buildings or district restricions. So you should notice neither a difference on crime on the penal colony, nor on your other colonies. The Penal Colony planet modifier (added when you enact the Create Penal Colony decision) has been slightly altered as well - it grants +100% habitability (just like Resort Worlds) and +33% Pop Growth from immigration, but now also imposes a flat -50% to overall Pop Growth. Compatible with Stellaris 3. They don't have any upkeep at all, they don't even need housing. View community ranking In the Top 1% of largest communities on Reddit In the Top 1% of largest communities on RedditFor Stellaris 3. Is not already a thrall world. A row of garrisoned fortresses, and it's good to go. ManuLlanoMier • 4 yr. And with them you can start dropping robotic colonies all over the galaxy. 10. It was a story of betrayal and brutality that ended with my CPU catching on fire. Všechny ochranné známky jsou vlastnictvím příslušných subjektů v USA a dalších zemích. What criteria should I be considering when looking for planets to designate as Resorts and Penal Colonies?I know what benefits resort and penal colony worlds bring but what I'd like to know is how do I decide which planets to convert to these, assuming they meet the minimum conversion requirements? Or are they just something "nice to have". Mean time to happen: 18 months. Colonization is the process of establishing control over an uninhabited, habitable planet with a Colony Ship. 1. Penal Colonies. With so much of Stellaris focusing on exploring the cosmos, expanding territory, building up stations and fleets, it can be easy to forget about the. ask questions and/or talk about the 4X grand strategy game Stellaris by Paradox. Tomb worlds are bad because it os what you get when you nuke a good world into that. the full list of specialization for planets is: colony - be a new world with less than 10 pops, 10 weight. Forced Labor is only for xenophobes. Might have to wait a month. Early game exploring is key for an empire to start growing rapidly, however. Progress has for a long time been at a standstill, until now. Its former territories are now within the borders of the GTU as a vassal state of the Union of Nimerium. 99. I had the crystalline bane emerge on a brand new colony, so of course it immediately overwhelmed my defenses and destroyed the colony. The designations of mining, agri and generator worlds increase output for their types of resource by 20%, which is nothing to sneeze at. Colony planets are the beating heart of any interstellar Empire. Jun 23, 2019 @ 1:51pm How to remove planet modifiers with console? The wiki is wrong. Contrast Transplanted Humans. Content is available under Attribution-ShareAlike 3. There is an entire thread about it on the Stellaris forums. This will open the panel of the new planet, where you have to put your colony in one of the available sectors. " -Pilgrim. Reaching for the stars is your destiny in Stellaris, but don’t forget your origins. Penal Colony: Enhanced. © Valve Corporation. This mod is brought to you by Stellaris Animator Hanna and Senior Artist Frida, from PDS Arctic. My Space Communists want to see the ennemies of the people rot on their Space Goulag. And with them you can start dropping robotic colonies all over the galaxy. Overview. You can have only one penal colony and it must be on a. GameStop Moderna Pfizer Johnson & Johnson AstraZeneca Walgreens Best Buy Novavax SpaceX Tesla. If you are going to build them, they only belong on established large colonies with a cloning vat already built and maximum logistical bonus. A searchable list of all technology codes from Stellaris. If they only want pop growth from it, it'll only be a single -30 compared to clone army -40, it's pretty manageable. Colonial subject liberty desire is separate between colonies (they don’t add up each others strength like vassals) so take advantage of that. I can’t imagine you reigning in an 800 dev colonial nation. Though I imagine Penal Colonies thrive in Slave Empire builds, where you always have a large amount of Unhappy Slaves. I imagine it like this: a huge number of monks + a small number of prisoners. Resettle from your core planets your pop overflow into those conquered planets.