I think that, given the technology level of this universe, it's reasonable for dolls/androids to become pregnant (or, at least, reasonable enough that I don't want to prevent players who want to impregnate them from doing so). So I'm going to leave them with their prosthetic ovaries unless you explicitly remove them.
Ah, I see. Given the context you mention, it makes some sense, being as it's a highly-advanced dystopian future. I'd hardly be too embarrassed regarding the typos and assorted errors; at the least, we'll forego the flogging for now.
Building a game like this is a pretty complex undertaking. The attention to detail I've noted in this game, as well as the underlying ambition, is precisely why I and many others might be nitpicky and point out even small things we find; you actually give a shit about what you're doing, and we enjoy your work, so it's a symbiotic relationship. Incidentally, I have found some additional things, some of which are likely already reported and on the fix-list:
Cryo Pod event, Enslave option: Text reads "...older holy men who you jettison..." should be changed to "Whom you jettison...)
Typo, Infrastructure Event: Text reads "....expend sgnificant resources..." should be "significant."
Logical error, Male profile: Volunteer slave recruit text says "kicked out by his boyfriend" even though he is a straight heterosexual male.
Option error: Selecting "Sell slave immediately" defaults to the profile screen anyway rather than simply selling as instructed.
Animation glitch: Xeno pit teleport animation still freezing up during sequence.
Profile error: When reviewing a slave's current status, it says "Assignment: assignmentSchool," assignmnentSexualTraining," etc. Needs a little cleanup.
Ideas and Suggestions
These, of course, aren't meant to be 'must-haves' in the game since technical errors and glitches rightfully take precedent, but they might be useful in future development, and you're very receptive to constructive ideas, so here's a block of ideas and analysis for you to play with:
-- When 'sorting' slaves, it might be helpful to add an option to send them straight to the factory, bioreactor, etc. rather than the loop of keeping them, hunting them down on the roster, and then using the remove menu in the profile. It's not much of a problem really until you have a whole truckload of them from conquering a couple of solar systems to process for indoctrination, but it would help with expedience.
-- Military operations: it's far too easy to overpower an enemy once you are reasonably established. I've seen others noting the same thing in previous posts. Build some capital, provide a good business model, and you can exterminate the galaxy within a couple of hours. There might be an option worth exploring that can help tilt the balance a little and make it more challenging while also offering additional gameplay styles. Now that you have the research facility in a fledgling state, perhaps you can expand its usefulness by creating a branch for training military ground forces.
Nuking everything from orbit with a dreadnaught isn't much of a challenge, not to mention a massive war on that scale would likely render a planet useless for a good long time, but MOUT and urban pacification requires logistics, funding, troops, tactics and training. Facilities can be built in the military tiles to train forces, perhaps you might need a transport ship for securing an LZ, or you can make it a little more interesting by capturing the capital and minimizing collateral damage to the planet so you don't take a bit financial hit on tribute due to reconstruction and decimated populace- plus, no one wants to move to a wasteland. Make the player's actions have consequences, and some of the game will balance itself out. At present, it's just a short matter of getting a few things in order and you have an instant "I win" button at your disposal.
Troops can subdue a population, or of course you can still use the scorched earth policy for really unruly populations which is what we have in the game now, more or less in terms of the genocide stone and entropy, but make its use come with a serious price. History has shown that it could tolerate a smut peddler with sex slaves, but genocidal maniacs never fare well in the end. Or, if the former administrator you just enslaved was "loved by her people," it seems to me that someone walking in and forcibly removing her would spark a bit of outrage here and there, and any friends she had in the solar system would be pissed off too, so you would have additional ways to handle an uprising. After all, slaves are your mainstay- it's hardly useful to murder your profit margin. That's why I liked the propaganda research branch in the lab. It's an effective option in winning over your subjects while you carry on with business. Brute force is boring when you know what the outcome will be.
Additionally,"hardened veteran" traits on a slave, or captured enemies from combat would gain an additional function if you put them to work as a proxy in the base, and with a little tweaking to the other characters, you'd have to think things through a little more in conquering a planet. Tyrant, for example, would be a tough nut to crack given her background, whereas Raza would have the best army money can buy, but most likely just conscripts and lots of expensive hardware, and so on.
The framework and model is already in place, really, just needs a little alteration. Instead of a madame, you get a hardened veteran as a base commander, add an option to send slaves to boot camp rather than sticking them in the bioreactor, build an army, train them, and use the research facility to unlock new training, advanced tactics, hardware upgrades, and off you go. Just a thought. This is a crude outline, but maybe it'll get the creative juices flowing and help you solve some of the balance issues you're working on.