Also as far as uses for slaves, what about having Altar buildings which yield beakers if the unit is sacrificed?
Beakers? Why would slaves give you beakers? And why would it need a building?
You *could* add a lightbulb ability to slaves like how acolytes have it in FFH, that gives ~+30 beakers, but I don't see why you would.
I don't like the current level limit (of 3 I think in FF).
Level limit of what? I don't understand this.
Would the AI get sacrificing slaves to improve improvements?
Improve improvements? Do you mean the +300% work rate worker slaves that die when they finish an improvement?
Yes, the AI would use those just fine. It wouldn't understand that using the worker would kill it, but thats ok, it would just use it build the improvement and then the thing would die.
This is much better than the "old" method of half-work rate normal workers that hang around building slwoly, since the AI won't think it has a bunch of workers and so not build its own workers.
I don't know much about unit AI however, or how they are assigned. It would be great if someone could explain this to me in detail (do units get specific routines assigned for city defense, city attack, transport, scout, etc. somehow?)
Wait...spawning. I'm confused. Where'd that come from? The whole spawn thing. I guess I could see the crew being partly slavers. But I think it's unnecessary.
The idea was that a black ark in enemy territory would automatically be sending out slave raiding parties, but you wouldn't have to control these manually, (and the AI might not do a good job) so the slaves could just passively spawn on the ark (or in the capital).
Its a pretty minor thing though.
Good idea. We could have lvl 3 building last x turns. Then it becomes a lvl 2 building, which last x turns. Then a lvl 1 building, which goes away after x turns.
This seems more complex than is necessary. I would let the level 1 building, and maybe the level 2 building be permanent (or last for x turns), and the level 3 building last y turns (but be more powerful). And just have them be separate buildings. Like how a university requires a library, and their bonuses stack.
And if the library is destroyed, you can just rebuild it, and if the university is destroyed, you can rebuild it only if you have a library present.
So basically the slave has 3 abilities; create slave pit 1, create slave pit 2, create slave pit 3, but it will only ever be able to activate (at most) one of these, because the slave pit 2 ability will only be accessible if there is already a slave pit 1 in the city, and the slave pit 3 will only be accessible if there is already a slave pit 2 in the city.
And then require that all the buildings need the slavery civic, and destroyed at the end of the turn if you switch out of slavery civic.
I don't like the Undercouncil buy/sell slaves because AFAIK the AI can't use it.
I don't know enough about unit AI though to know if a unit can have both great person AI and worker AI, and have the AI players use both functions.
Or if a great person could have both academy-creation AI (like the great scientist, which we would use for the slave pits, but would require slavery civic) AND the great engineer AI (where you sacrfice the unit for hammers).