Slaves, Hostages and Prisoners of War

After all the Great Doctor (and doctor) specialists should reduce disease and the Lawyer specialist should reduce crime.

Agreed. That was why i wanted these in C2C.
 
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.

1) Your math is off. +2 - 3 = -1. That's where I think the main imbalance is. Otherwise I completely agree with your analysis.

2) I believe we can, yes. But you'll have to confirm that with AIAndy.
 
1) Your math is off. +2 - 3 = -1. That's where I think the main imbalance is. Otherwise I completely agree with your analysis.

2) I believe we can, yes. But you'll have to confirm that with AIAndy.

That was 3 per population equivalent. so 3/3=1 giving +2 -1 = +1.
 
Ok, but do farms produce hammers then? Furthermore, land is what is required for food, not just labor. You have it arranged as if they were working a farm but also working a mine (or something of a productive nature) and I think there's a gold there too. I just honestly feel that having them add food is... something that should by default be removed and apply a -1 instead (more for balance's sake than anything else!). Then, with the tags I'm about to give you, one could, via a building perhaps, shift them from being more productive to being more food generating.
 
The thing is with the huge amount of buildings the give +:food: its possible to have nearly all your citizens as slaves and still run a marginal :food: profit. I know this because if you leave your cities to default citizen distribution - this is how they will always end up. With nearly everyone in your civ working as a slave.
 
The thing is with the huge amount of buildings the give +:food: its possible to have nearly all your citizens as slaves and still run a marginal :food: profit. I know this because if you leave your cities to default citizen distribution - this is how they will always end up. With nearly everyone in your civ working as a slave.

I haven't even mentioned those slaves yet! Just the Settled Slaves. Since those slaves are a full population point they should give 3 times whatever the Settled Slave gives.
 
Sure whatever - as long as they are CAPPED! Unlimited as they are is bogus.

This is a problem with the AI not with "unlimited" otherwise you would be complaining about unlimited Artists, Merchants, Priests etc.

Anyway they weren't unlimited, you can only do that in civics, I just had a very large number there. I am changing the limits but ideally it should be a maximum percentage of population as slaves by Labour civic not by building which is all I can go on at the moment.

BTW Crime and disease tags seem to work on the specialists although it is not showing up in the pedia or hover over text yet.
 
This is a problem with the AI not with "unlimited" otherwise you would be complaining about unlimited Artists, Merchants, Priests etc.

Anyway they weren't unlimited, you can only do that in civics, I just had a very large number there. I am changing the limits but ideally it should be a maximum percentage of population as slaves by Labour civic not by building which is all I can go on at the moment.

BTW Crime and disease tags seem to work on the specialists although it is not showing up in the pedia or hover over text yet.
They don't, yet. I can add it though.
 
Doing a text check just now and found the following:
Spoiler :
Code:
	<TEXT>
		<Tag>TXT_KEY_SPECIALIST_SETTLED_CITIZEN_PEDIA</Tag>
		<English>[TAB]Settled Citizen TBD - When whipping they are used after ant Settled Slaves and before general population population.</English>
		<French>Citoyen s&#233;dentaire</French>
		<German>Settled Citizen</German>
		<Italian>Settled Citizen</Italian>
		<Spanish>Settled Citizen</Spanish>
	</TEXT>
Not a priority, and sure you already know, just pointing out we should probably take the TBD part out eventually.
 
Doing a text check just now and found the following:
Spoiler :
Code:
	<TEXT>
		<Tag>TXT_KEY_SPECIALIST_SETTLED_CITIZEN_PEDIA</Tag>
		<English>Settled Citizen TBD - When whipping they are used after ant Settled Slaves and before general population population.</English>
		<French>Citoyen sédentaire</French>
		<German>Settled Citizen</German>
		<Italian>Settled Citizen</Italian>
		<Spanish>Settled Citizen</Spanish>
	</TEXT>
Not a priority, and sure you already know, just pointing out we should probably take the TBD part out eventually.

The to be done is not the text but the programming:lol:
 
Well this mod is turning out to be pretty useless, at least with my play style. I don't get captives! Well a few civilians when I remove the near by barbarians. Suppose I will have to keep playing until real warfare starts when vassalage becomes possible.
 
I've used it a decent amount. Barbarian cities and cities of people who are expanding too much in my direction or bottling me in. Also if I have elephants and nearby neighbors, then I get them all the time.
 
I'm finding them tremendously helpful in a conquest push, since each city I capture (typically has 20+ defenders) yields a fair few captives, which I then use to hurry crime-fighting/happiness buildings to get the captured cities rapidly under control
 
Haven't personally experienced too many yet but my wife's single player game has delivered her a LOT of them.

I really liked the Neanderthal ones... very clever! :D
 
I think he is refering to the Captives module in C2C. ;)

OK,

@DH

well i used to get captives, before you changed something, but now i haven't got a single one in like over 400 battles??
 
1) depends on your civics and your world views. So running slavery adds 10% to your chance of taking a captive. You also have a much better chance if they are running Mercenaries.

2) People were complaining that they were getting too many so the percentages were reduced.
 
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