Slaves, Hostages and Prisoners of War

OK I have no ideas about the techs any suggestions? I thought philosophy and humanism for anti-cannibalism and emancipation for anti-slavery.

Code of Laws for Cannibalism and Emancipation for Slavery would be my choices. However after Emancipation you should still be allowed to use Captives for work (under the Geneva Conventions that is legal).
 
..... However after Emancipation you should still be allowed to use Captives for work (under the Geneva Conventions that is legal).

That will be a whole different set of World Views ;). In fact if you have both the "WV - Article of War on non-Combatants" you can't attack or capture civilian units and you have "WV - Geneva Convention on Prisoners of War" then you will only be able to enslave your own people - something I have forgotten to include.

Which means that "Captives - Military" will be able to do the normal worker functions if you sign that convention. In reality it will have to be a different unit probably "Captive - Prisoner of War":D
 
Taking prisoners from highly protected city from stack is unrealistic.

Did you saw Kingdom of heaven movie. They had ability to take prisoners when the city was captured (last unit from stack)
 
I was thinking, perhaps when razing a city or even plundering lands you could be able to capture your enemies women. I mean barbarians would rape and pillage. There are graphics for female units too. Perhaps they could be used to make special buildings or even existing buildings like the Brothel. Likewise Women's Suffrage would be the anit-tech for this. just like Emancipation is for Slavery. I know its not a pretty side of human history but neither is Cannibalism and Slavery either.

What do you think?
 
I was thinking, perhaps when razing a city or even plundering lands you could be able to capture your enemies women. I mean barbarians would rape and pillage. There are graphics for female units too. Perhaps they could be used to make special buildings or even existing buildings like the Brothel. likewise Women's Suffrage would be the anit-tech for this. just like Emancipation is for Slavery.
What do you think?

Wouldn't that already be covered by the current captives? You can just add the ability for them to build other buildings to the current units.
 
Taking prisoners from highly protected city from stack is unrealistic.

Did you saw Kingdom of heaven movie. They had ability to take prisoners when the city was captured (last unit from stack)

I just always figured the fighting happens in the city (let's just ignore the years passing if the fight lasts for multiple turns for now :D) similar to what happens in the Total War games. It's not unreasonable to assume that some units would surrender/be captured, and thus sometimes getting military slaves from conquering a city is IMO reasonable that way.
 
I just always figured the fighting happens in the city (let's just ignore the years passing if the fight lasts for multiple turns for now :D) similar to what happens in the Total War games. It's not unreasonable to assume that some units would surrender/be captured, and thus sometimes getting military slaves from conquering a city is IMO reasonable that way.

And they could also have come out to harry the besiegers. That happens in sieges all the time. (ie. from Troy to certainly the end of Medieval, and possibly even Modern eg. Stalingrad)
 
Captives are neutral gender, but you will note more women and children in the Captive - Civilian than men if you are running without single unit graphics.

BTW Cannibalism will not be needed soon after v29 comes out. I already had a "Free Captives (Military)" which joins the unit to the city which in Civ IV terms means add food, just like butchering does.

I am going to ave to replace current the "Settle as Slave" and the upgrade to worker or military to C2C missions. In the first case I can't restrict the default "join city as as slave specialist" to require a building in this case the World View Slavery. The other two have been mentioned as exploits as people were upgrading to armed units in the field whereas it makes more sense to have to move them to a city first. Even if it is the newly conquered city.

My priorities for this after v29 comes out are
  • Figure out what I am doing wrong with the messages and why I am getting %d rather than the number.
  • Fix "Settle as Slave" to require Slavery world view.
  • When Slavery is abolished - remove the settled slaves either producing workers or having them merge with the general population (ie become food). Also auto sell the slave market.
  • Re-introduce the National Wonder - Slave Trade which gives a free Slave Market in all cities. Remove the wonder when slavery is abolished.
  • "Free Captives (Military)" ie they join the city which is represented in Civ Iv as food.
    Note 1. already have an equivalent for civilian captives
    Note 2. probably removes the need for cannibalism. Probably depends on Captive - Neanderthal units.
  • "Sell captive" requires Slavery (WV) better results with Slave Market. Isn't this already in?
  • "Civilians which aren't captured when you raze the city may become Immigrants for the loser. Later they will become Refugees but we don't have AI for them yet and I want them to do more stuff than just what the Immigrant does.
  • "Specialists in razed city" actually do something with them. Currently they all die but there should be a chance that the general and instructor specialists will become some sort of unit for the looser especially if there are Immigrants/Refugees that need protecting. Spies will probably become Sleeper Cells from Sevos' "Faces of God" mod. Artists may become entertainers and so on.
  • "On capture city" do something about the current specialists in the city. Most will just stay but others may not. There is a request that they be movable to another city.
  • Discuss how we may integrate Stolenrays' Sack and Ransom mods. Especially the ransom back of captives.
  • Excess food in the granary of razed cities could become food caravans.
 
Captives are neutral gender, but you will note more women and children in the Captive - Civilian than men if you are running without single unit graphics.

Ah. I just run single graphic so all of them looked the same to me.

BTW Cannibalism will not be needed soon after v29 comes out. I already had a "Free Captives (Military)" which joins the unit to the city which in Civ IV terms means add food, just like butchering does.

Will Cannibalism still be represented in some way? I personally think its cool and gives an extra level of depth and variety.

Especially when used where they are too far from the city to make it back safe and you butcher the captive on the spot, which sends food back to the city like butchering and animal would.
 
About Cannibalism, I think we already have a building about this : Soylent Factory (Not sure about the name, i dont have Civ open)
But for early game, we can have a "normal" human farm", giving Food and a Raw Meat ressource.
I think both wust require Worldview (Cannibalism)
 
About Cannibalism, I think we already have a building about this : Soylent Factory (Not sure about the name, i dont have Civ open)
But for early game, we can have a "normal" human farm", giving Food and a Raw Meat ressource.
I think both wust require Worldview (Cannibalism)

Actually it was in Rise of Mankind but eventually got taken out. I have been wanting to put it back in. I think in RoM it even had an improvement for it.
 
I think 5 free slaves with slave market is too many, its too strong. It means 15 free hammers, and with multipliers it becomes quite ridiculous (especially for military).

I think you should cap slave specialists or at least give something like a penalty of 3:mad: per 5 slave specialist (not including free ones). If you think about it your civ's citizens really wouldn't enjoy becoming slaves (formerly farmers or miners). Perhaps instead of the penalty there should be a growth penalty?

Also the caste benefit of +1:commerce: per slave specialist is pretty overpowered too. You could just reduce slave specialists by 1 hammer and allow the caste benefit to give an additional +1 hammer instead?

Most importantly I think the slave market needs to be nerfed - if you wanna keep the 5 free slave specialists then you should really ramp up the penalty for it. Something like -50% growth sounds about right if you ask me.

Im finding in my current game that with unlimited slave specialists + slave market + the right civics + the right terrain improvements, I can build whatever I want with ease. I can build multiple units per turn in each city and it just makes for bogged down gameplay. It really emphasises one of the mods weaknesses imo - which is the fact you are not really forced to make decisions when choosing what to build, if you do need to make a decision between multiple buildings/units, you simply build them all. Choosing what your cities build just becomes a massive shift-click fest. Its not so much what to build but rather what not to build.
 
If you think about it your civ's citizens really wouldn't enjoy becoming slaves (formerly farmers or miners).

Probably not, but the citizens who get to exploit the slaves would probably get lots of +:) to balance it all out in the end? :D
 
Can you cap the amount of slave specialists a city can employ please. Is it intended to be unlimited?
 
Can you cap the amount of slave specialists a city can employ please. Is it intended to be unlimited?

That was what I was trying to do with the FreeSpecialists but that is something else. You can only limit the number for the top section of the specialists, ie from population, via civics.

One problem is that the city population number is not a constant number of people. I consider a Settled Slave to be about as many as one third of the population of a size one city. There is currently no tag for limiting the number of type2 specialists I could put a python limit of about 10 per population but the AI would not understand and we would probably end up with the same infinite loop as we get with limited units per plot.

One problem I am having is that my play style is such that I get very few captives. In my current game I am in the late classic era and have had exactly one military and three civilian captives total so far.

BTW @anyone how do you give those "citizens" that have a hover over text of "Free Specialist" in the population part of the specialists?
 
1) I'm not sure what you're asking exactly - I suspect I could answer it but I'm not sure what you're looking for enough to do so.
2) Currently the settled citizen gives +1 food and I strongly suggest it be -2 food (They can understandably contribute some food production of their own but they aren't taking away from the city their own food consumption! Even -1 would be enough to begin creating more of a limitation on how many you'd want in a city. Also a little crime (+1-3) and Disease (+1-3) would help to balance them as proxy citizenry.
 
1) I'm not sure what you're asking exactly - I suspect I could answer it but I'm not sure what you're looking for enough to do so.
2) Currently the settled citizen gives +1 food and I strongly suggest it be -2 food (They can understandably contribute some food production of their own but they aren't taking away from the city their own food consumption! Even -1 would be enough to begin creating more of a limitation on how many you'd want in a city. Also a little crime (+1-3) and Disease (+1-3) would help to balance them as proxy citizenry.

Since most slaves went into food production, I went for +6:food: (ie a farm) per population equivalent in slaves, which is +2:food: per slave. Less 3:food: per population equivalent for feeding them (even though they would not get as much food as normal population) gives you +1:food:.

Do we have disease and crime on specialists now? If we do I can add it. After all the Great Doctor (and doctor) specialists should reduce disease and the Lawyer specialist should reduce crime.
 
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