The short answer is specialist slaves.

The Thermotechnic Mentor job can be quite powerful but can be of a trap. It can allow you to double up on job efficiency while having double the consumer goods of a standard researcher. Each each 100 Thermotechnic Mentor job provide +0.3 research/unity for 3 consumer goods while in comparison, researchers provide +6 for 1.5 consumer goods. In order for the Thermotechnic Mentor to provide equal research, you will need 2000 other jobs while still paying double for the consumer goods. Specialist slaves can help you out in which Necrophages can get this up and running quickly.

If you start with the Authoritarian ethic civic Slaver Guilds, you can get +15% immediately.
The early building/research, Slave Processing Facility can get you +5%.
From the Domination Traditions + Work Place Motivators + the Edict Extended Shifts can grant an additional +20% Slave efficiency.
This can grant you +40% Slave Efficiency within the first 3 Tradition acquisitions. This will reduce the number of 'Mentored' jobs needed to be equal to a research down to 1021 jobs. Which is much more easier to obtain and manage.

Do note that there are some bugs with this play style. It appears slave and 'Machines' will not auto migrate even though the auto migrate symbol is on the sector. The free Necrophage pops and 'robots' will auto migrate still. Yes... Robots yes, machines no...

When it comes to the Governor, the equally aligned Paragon Q'la-minder, can make this better. With Ruthless Developer and Iron Fist 2, you are looking at an additional +40% sector slave efficiency while only losing 2.5% pop growth. Not to mention all the other affects.

  • Let me tell you of the glory of the Necrophage Tankbound build. While you can't take Slaver Guilds with Tankbound and you start with 2000 less pops of your main species, the advantages are pretty fun:

    • Just starting 400 low pop growth necrophage pops and 2400 non-necrophage pops, means you get almost no pop growth penalties from both Necrophage and Tankbound traits. Almost all pop assemble will be channeled into the non-necrophage pops.

    • six out of seven pops will "benefit" from being slaves and the massive job efficiency it gives. (Instead of half)

    • You have just enough Necrophage pops to fill ruler positions, so those can the Charismatic trait (trash tier in most other builds), and all leader traits otherwise (Spatial Mastery, Uncanny Intuition, after ascending mutation).

    • Worker jobs will have less JE, than slave specialists, but still alot because the productions overseers are still boosted by slave JE, like the mentors. But worker jobs are also pop free, so much easier to stack them to the massive scaling from mentors amounts, but still having enough pops for pumping alloys.

    • Free to employ armies/soldier which Tankbound normally can't.

    (Sadly the nerf to these mentor/slave builds is already in the 4.3 open beta; mostly for mentors so there's still some slave stuff for now)

    I need to take a look at the 4.3 beta notes. I have not sat down and look at it yet.

    No hurry, they are far from final anyway.

    I also like the narrative implications: the slaves die and get interred in a vat in order to ascend to your true main race. Effectively your frankensteining your race, but it makes sense why the corpse doesn't decay.

    I think there's a bug in the 4.3 open beta, because I can't get my non-necro slave species to work soldier jobs. I can make armies with them, but they refuse to work solider jobs

  • The slave processing dont allow the slaves to migrate...?

    Try to build that Spaceport building that gives +200% chance resetling to see If they start moving.

    That does not work either. While in pervious patches, both of those allow the auto migration, not any more.

    Are you playing on 4.3 open beta?

    Register the bug on the forums so they can fix it.

    No, this is the 4.2 live version.

    Slave automigration is baseline now. You dont even need the buildings anymore. As for why yours arent migrating, hard to say without info. The usual guesses are migration policy and worlds habitability. My slaves migrate normally.

    I am not sure, everything should be correct. It is also weird that Machines are not migrating while robots are. The default for xenophobes is undesirables, maybe switching that is not switching flags in the background? The auto migrate symbol of a yellow suitcase is presented rather than the unemployed symbol.

    It is hard to know without data. If you want share the save and I will check it out later and see what is happening.

    Sent you a request for access since I cant access it yet.

  • Is this 4.3 or 4.2?

    4.2, the not beta one

  • Thermotechnic Mentors in 4.3 are being changed to no longer give other jobs output, but gain output for themselves based on the total employment of relevant jobs on the same planet. The latest news I've seen on this is that they will give a base output of 1/1/1/1 unity and all research, and gain +0.1 per 100 pops employed in relevant jobs, up to a maximum of 4000 pops. So as I understand it they can reach a total base output of 5 for any of these categories. I think they'll be using the actual pop employment value, instead of the total workforce, so job efficiency will only matter for the Mentors themselves.

  • How is your third volcanic world settled in 2196 ?? Am i reading that right ?

    That was the homeworld. I moved the capital. I try to have one sector.

    The game usually starts at 2200, i’m just surprised the homeworld was somehow colonized before then. Or is that just a sort of feature i never noticed ? Idk

    I have no idea. I have not really been tracking homeworld start dates.

  • The short answer is specialist slaves.

    The Thermotechnic Mentor job can be quite powerful but can be of a trap. It can allow you to double up on job efficiency while having double the consumer goods of a standard researcher. Each each 100 Thermotechnic Mentor job provide +0.3 research/unity for 3 consumer goods while in comparison, researchers provide +6 for 1.5 consumer goods. In order for the Thermotechnic Mentor to provide equal research, you will need 2000 other jobs while still paying double for the consumer goods. Specialist slaves can help you out in which Necrophages can get this up and running quickly.

    If you start with the Authoritarian ethic civic Slaver Guilds, you can get +15% immediately.
    The early building/research, Slave Processing Facility can get you +5%.
    From the Domination Traditions + Work Place Motivators + the Edict Extended Shifts can grant an additional +20% Slave efficiency.
    This can grant you +40% Slave Efficiency within the first 3 Tradition acquisitions. This will reduce the number of 'Mentored' jobs needed to be equal to a research down to 1021 jobs. Which is much more easier to obtain and manage.

    Do note that there are some bugs with this play style. It appears slave and 'Machines' will not auto migrate even though the auto migrate symbol is on the sector. The free Necrophage pops and 'robots' will auto migrate still. Yes... Robots yes, machines no...

    When it comes to the Governor, the equally aligned Paragon Q'la-minder, can make this better. With Ruthless Developer and Iron Fist 2, you are looking at an additional +40% sector slave efficiency while only losing 2.5% pop growth. Not to mention all the other affects.