View Full Version : [Design]Slavery Features
Darque Nov 15, 2007, 10:06 AM Just re-posting the features for slavery from the public development thread so that it is easier for us to find(with a couple minor changes):
Slavery:
To enable all slavery features, you need to be using the Slavery civic.
If you stop using the Slavery civic all slavery features are disabled.
If you stop using the Slavery civic, all slavery promotions are removed, and all slavery pens are destroyed.
A unit built in a city with a slave pen gains the slaver promotion (I will call this a slaver unit).
A unit victorious in battle has a chance to enslave the defeated unit.
If a worker or settler is captured with a slaver unit, it automatically becomes a slave.
A slaver unit can attempt to capture slaves from an enemy city. If a slave is captured from the enemy city, its population is reduced by 1. A city with a population of 1 can not be targetted for slave capture.
If a slaver unit razes a city, there is a chance of creating 1 slave for each population size of the city. This random chance is attempted for each individual slave.
A slave unit can be used as a worker unit, but will work slower than a normal worker.
For each slave unit in a city with a slave pen, production is increased by 1 for that city.
A slave unit in a city with a slave pen and either a Temple of Gruumsh, Nerullic Temple, Dark Seldarine Temple, or Hextorian Temple can be sacrificed for a culture boost.
If slaves are in a city with a slave pen, there is a chance for a slave revolt. The percentage chance depends on how many slaves are in the city.
A slave unit in a city with a slave pen can be sacrificed for a production boost.
If a slave unit is sacrificed, the chance for a slave revolt increases. This increased chance decays over time.
rocklikeafool Mar 14, 2008, 12:43 AM So, would a slaver unit be hidden nationality? It would be good if it was. Cuz otherwise, if you feel you need slaves, you might have to go to war. That'd be annoying cuz you just might not wanna make the effort of war just for slaves.
Darque Mar 14, 2008, 02:00 AM Yes, the slaver would be a hidden unit.
rocklikeafool Mar 14, 2008, 11:40 AM Cool. Yeah, this saves having to have you guys a separate slaver unit.
Darque Mar 14, 2008, 12:05 PM The slaver would be a seperate unit. Any ideas on what he should look like?
woodelf Mar 14, 2008, 07:22 PM I like the slaver unit from AoW:SM personally.
Darque Mar 15, 2008, 09:44 PM You mean this guy?
http://aow2.heavengames.com/aowsm/pics/units/nomads/slaver.gif
rocklikeafool Mar 17, 2008, 10:24 AM Ah, slaver is separate. I clearly misunderstood.
Anyway, the above guy, up 1 post, looks really cool. Although, he looks kinda geared towards like a middle eastern style civ,which doesn't quite fit a lot of the civs. Maybe he would work for some of em. Or you could just put a very generic looking slaver like Firaxis did in the original CivIV for the workers. Like say a meanlooking dude with a ball and chain in one hand and a whip in the other.
woodelf Mar 17, 2008, 06:24 PM You mean this guy?
http://aow2.heavengames.com/aowsm/pics/units/nomads/slaver.gif
:hmm: Wasn't there a different one? More like a big bald dude with a whip?
Psychic_Llamas Mar 17, 2008, 10:45 PM i think woodelf is thinking of the Pit Guard, big guy with 4 arms and whips.
Darque Mar 17, 2008, 10:47 PM I think that you are thinking of the slaver from Civilization CTP (I think its the guy in the red shirt in this cap -> http://apolyton.net/ctp/images/screenshots/simplicity.jpg)
woodelf Mar 18, 2008, 04:58 AM i think woodelf is thinking of the Pit Guard, big guy with 4 arms and whips.
Yeah, him. I loved him. :)
I never played CtP so it couldn't be the other.
Darque Mar 18, 2008, 09:08 AM So this guy:
http://aow2.heavengames.com/aowsm/pics/units/nomads/pitguard.gif
woodelf Mar 18, 2008, 09:27 AM :yup:
He's a Slaver to me.
rocklikeafool Mar 25, 2008, 09:15 PM Looks kickass, man. Have you thought of a pedia entry for him yet?
Darque Mar 25, 2008, 10:13 PM No I haven't. Right now, Graywarden is in charge of the pedia entries.
graywarden Mar 27, 2008, 05:56 AM Looks kickass, man. Have you thought of a pedia entry for him yet?
rocklikeafool, if you have any pedia entry text you have in mind, please feel free to submit it. Im still growing in my in world flavor of the MOD, and am concentrating more on identifying xml bugs, and missing entries, then actually writing.
Same for anybody else, submit and pedia, quote or other text and we will see if we cant make them fit somewhere. Lots of work to be done.
rocklikeafool Mar 27, 2008, 01:45 PM I'll do my best to come up with one. I'm working a lil on making the Dragonia map from Civ3into BTS. But I'm always busy with my college classes, so it's going slow. I'm also trying to contribute any ideas I come up with, as you have no doubt seen.
rocklikeafool Mar 27, 2008, 03:42 PM Just had an idea. I think it would be cool if certain evil civs were able to always take slaves, most obviously the Drow and maybe the Black Orcs and the Gashmog Goblins. Although, it's sketchy, of course, for the Black Orcs and Gashmog Goblins.
Also, jus wonderin, is it a 100% chance to take a slave when a slaver try to take slaves? Or like 50%? Plus, would the slavers take slaves by attacking units or by going to a city and say using a spell called 'take slaves'? I mean how exactly would it work, man?
Darque Mar 27, 2008, 03:51 PM If you want your civ to have slavery, you will have to be using that civic. Its fairly easy to get (only needing Metal Casting)
As for the slaver unit (once it is created) I'll double his chances of capturing a unit in battle as a slave. As for capturing slaves, he would have to move to be adjascent to a city, and then an action would be available ("Take Slaves") as long as the city's population is greater than 1. After the action has been completed, the city population will be decreased by 1, and a slave unit will appear on the plot with the slaver. Of course, the slave raid will not always be successful: 20% chance of success, 60% chance of failure, 20% chance that the slaver will be attacked by a unit guarding the city.
rocklikeafool Mar 27, 2008, 07:28 PM That's a pretty decent chance of success, all things considered.
Another question. It was talked bout in the Drow thread that the Drow could capture certain units and make them slave units. Like I think military units would be made into a military unit with a reduced attack power or some disadvantage like that. Likewise, workers and settlers would be made into slave units that are like workers but with a reduction of how fast their build improvements. Are you planning to implement that? Or was that idea scrapped?
Darque Mar 27, 2008, 07:40 PM Already implemented on our in-house development version.
rocklikeafool Mar 27, 2008, 07:42 PM Cool. Can't wait to try it. I like the Drow a lot.
rocklikeafool Apr 01, 2008, 04:44 PM Isn't Hazelfire a slavery based civ? Same with Thay? (I noticed playing Neverwinter Nights 2 when it's loading it shows a lore thingy and that said Thay was very slavery based. No idea bout Hazelfire, except that they seem like the type of civ to like slavery.)
Darque Apr 01, 2008, 04:56 PM Thay in Dragonia is just loosly based on the Forgotten Realms version. Both Thay and Hazelfire would be the type of civs to have slavery, but their version of slavery would just be standard, unlike the Drow who are known to have slave armies. Have you read the backgrounds on the civs in the civilopedia or on the DiabolicStudios web site?
rocklikeafool Apr 01, 2008, 05:19 PM Yes, read both. Cool; that cleared up my questions.
PinkPikachu Apr 04, 2008, 08:41 PM Just re-posting the features for slavery from the public development thread so that it is easier for us to find(with a couple minor changes):
Slavery:
If slaves are in a city with a slave pen, there is a chance for a slave revolt. The percentage chance depends on how many slaves are in the city.
If a slave unit is sacrificed, the chance for a slave revolt increases. This increased chance decays over time.
Maybe the chance for revolt should take account for the population of the city itself. I mean, a city with three slaves and a pop of 6, should be more at risk for revolt than a city with three slaves and a pop of 15.
deadomancer May 31, 2008, 12:32 AM New Ideas for Slaves
Ive noticed even using the slave armies in Dragonia II that you still get too many so i think we should have verious ways of desposing of them depending on religon, civ, and etc...
My first thought was if you belong to an evil religion you could make sacrifices to an evil deity. Benifits could be a small culture boost, great person boost, or something along thoes lines.
Also when I was playing as the drow a thought occured to me you need to a drow male to form into one. This wouldnt work for slaves because you need a drow to make a drider and Drow won't be capturing other drow. So it would be a way of disposing obsololete units like drow warriors or if you have too many workers. Im not sure how many males it would take to make one unit i assume that you should have a small number like three units is need to make one drider. So instead of having a Drider made from a city you could have a priestess of Lloth have the ability to transform small units into driders.
My third Idea was of Slave markets where someone could sell their slaves in return for gold or some other form of currency...maybe the Drow could sell slave warriors to other countries. That might present a problem of scarcity though...
If its possible it would be interesting to see all three ideas mixed into the game in some shape or form if i had to favor one it would most likely be sacrifice though!
rocklikeafool May 31, 2008, 08:27 PM Hmm...sound really cool. Not sure if they are all implementable. But let's get Darque's opinion on it all.
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