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#1 |
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Chieftain
Join Date: Jul 2006
Posts: 12
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I'm starting work today on my first Civ V mod and am looking for suggestions and tweaks as I write the code. I'd like to keep this simple at first--diplomatic options will be added later.
Here are the mechanics I'm adding. Feedback is appreciated. **New Mechanic** - Pillage City - Upon successful conquest of a city, the player may select "Pillage City" instead of the traditional options. - Pillaging the city will yield a number of Slave units equal to original city population/2 and reduce the population of the city to 1, but leave the city under the control of the original owner. - Pillaging any city state triggers permanent war with that city state. - Useful for farming slaves. **New Unit** - Slave - Cities cannot build the Slave. - Slaves are generated by the Pillage City mechanic above. - Successfully defeating a unit in combat will have a 20% chance of generating a Slave. - A Slave may be joined to any city for an instant 1 population growth. - A Slave may be sacrificed in any city containing the coliseum improvement for 10 turns of +5 happiness. **Social Policy Changes** - Freedom - Adopting the Freedom SP tree will disable the Pillage City option and adjust the combat spawn rate of Slave units to 0% - Freedom provides double beakers in all cities. - Adopting Freedom triggers an instant Golden Age. **Civilization Changes** - Aztec Unique Ability - Every slave sacrificed provides +5 culture. - Slaves may be sacrificed in any city, regardless of improvements. Sound balanced? |
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#2 |
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Los'
Join Date: Mar 2008
Posts: 4,213
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Sounds interesting.
I would lower the happiness bonus to +3 for sacrificing inside cities but tweak the Roman UA so that its +5. So, what do slaves do? Build improvements faster? Any small chance of "slave escapes"? |
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#3 | |
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Chieftain
Join Date: Jul 2006
Posts: 12
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Quote:
I was shooting for a way to allow ancient civs to grow massive and stay happy through use of the Slave unit. I've been thinking about a "Slave Revolt" feature, where barbarians start spawning adjacent to cities if too many Slave units are joined to the city, but I'm not sure how to program that yet. |
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#4 |
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Los'
Join Date: Mar 2008
Posts: 4,213
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Maybe you should add an emancipation option for a slave unit so that there's a 50/50 chance of the slave either disappearing or becoming a worker but with a temporary happiness bonus either way.
Settling a slave in a city could create some extra unhappiness for population or something. Right now there seems to be a lot of options already for happiness (sacrificng slaves and if you go with the emancipation idea, that as well) so some unhappiness for forced labor in cities doesn't seem out of line. |
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#5 |
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CFC Scribe
![]() Join Date: May 2002
Location: Minnesota
Posts: 5,849
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Moderator Action: Moved to C&C forum.
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"Every saint has a past and every sinner has a future." - Oscar Wilde |
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#6 |
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King
Join Date: Oct 2005
Posts: 853
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I like it. Also, maybe an invisivle slaver unit that can sneak behind enemy lines and enslave workers and settlers.
Need it for my CtP project.
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#7 |
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Chieftain
Join Date: Oct 2010
Posts: 2
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I think that it would be cool if they did contribute to construction or something. If you think of Rome and how they used slaves to construct their buildings in record time.
Maybe if while in a cities borders they added a very small bonus to wonder construction but also consumed food. Or something similar so that you couldnt just farm slaves and stack them in a city border. Pretty cool Idea though. |
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#8 |
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Chieftain
Join Date: Oct 2005
Posts: 98
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Maybe they could Hurry Building, but only for a few hammers?
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#9 |
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Sthlm, SWE
Join Date: Dec 2001
Posts: 680
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I am sketching on a social policy mod where Aristocracy and Republic exclude each other. Slavery could be one aspect of Aristocracy.
http://forums.civfanatics.com/showthread.php?t=381895 Why has some societies have slavery? There has been many reasons, but mainly it was because labor was a scarce resource, while there was plenty of land. The ruling class needed to control their workforce, so they didn't leave their masters to settle somewhere else. In Europe, slavery was abolished in the Middle Ages, as most land had been settled. Eastern Europe had serfdom well into the Early Modern Age. The Southern USA kept slavery until the civil war mainly because of the same reason. Slavery should give an advantage to small cities with plenty of unused land. In my Civ 4 mod, I made Slavery provide a food bonus.
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"We have fewer ships than we did in 1916. We also have fewer horses and bayonets. We have these things called aircraft carriers and planes land on them. We have ships that go underwater, nuclear submarines." Barack Obama The absence of a Viking civilization in Civ 5, is good news. Viking means "pirate", "warrior" or "sailor". It was a profession, never a nation or tribe; most Scandinavians around AD 1000 were farmers/fishermen, not vikings. Vikings ruled by Ragnar Lodbrok makes as much sense as replacing the English with the Yeomen ruled by Robin Hood, or the Cowboys ruled by Zorro. |
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#10 |
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Prince
Join Date: May 2005
Posts: 424
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Maybe, instead of joining a city, a slave could be adjoined to it in a special category, add +1 food (as farm labor whose own rations are very meager), +1 production (working in a factory) or +1 gold (forced service labor). If a city starts getting too many slaves, maybe there should be the chance for a slave revolt in which buildings are destroyed (they are rather expensive to build aren't they? :P) and/or maybe improvements around the city. A unit garrisoned in the city might allow for more slaves-to-citizens before such a revolt takes place.
Or, possibly, slaves could be made to work tiles, adding to an existing improvement -- farms would get +1 food, markets +1 gold, mines +1 hammer. They should not be allowed to enhance the science or cultural tile improvements made by great scientists or artists (but maybe they could add food to the tile those improvements are on anyway).
__________________
The ability to make a movie is much closer to everyone's grasp than most people realize. Join myself and others to learn how, share your talents and expertise, and collaborate on grassroots independent filmmaking projects at http://loupguru.com/Community/ |
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#11 |
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Chieftain
Join Date: May 2010
Posts: 21
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That wouldnt make much sense, the Romans are the prime example of a republic/liberty civ, but they used slaves a lot. Then again the Romans were just as much an aristocracy as they were a republic
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#12 |
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Chieftain
Join Date: Jun 2010
Posts: 88
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Any news from this mod? Is it going to be published soon?
I can't wait to sent my Aztec armies on raiding expedition, bringing back dozens of slave... (for +60 culture.. yush, not much. Eh, still funny) |
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#13 |
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Chieftain
Join Date: Jul 2006
Posts: 12
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Estimated release date is mid November.
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#14 |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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very interesting.
could you report your progress here please? settling slaves is maybe too overpowered but hurrying buildings sounds great. maybe +10-20 hammers would be ok. settled slaves should work with -1 productivity imo (with minimum of 1, so 2 hammers from mine, 1 food 1 hammer from forest etc). so it would be effective to run slaves only in small cities where population cant work all surrounding tiles. also slave settling should create unhappiness and slave revolt chanse. on city screen slaves working on surrounding tiles and slave specialists should be marked by different color and/or by cuffs icon.
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CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) Last edited by killmeplease; Oct 07, 2010 at 12:43 AM. |
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#15 |
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Emperor
Join Date: May 2010
Location: The United States
Posts: 1,165
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I made a CiV III mod a while back and I had slaves, but I also had a required building called Slave Camp. The Slave Camp would cause 1 unhappy face in the city, but would increase production in that city.
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#16 | ||||
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Le Roi Soleil
![]() Join Date: Mar 2003
Location: Arlington, VA
Posts: 11,775
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Beer is living proof that God loves us and wants us to be happy -Ben Franklin |
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#17 |
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Chieftain
Join Date: Jun 2010
Posts: 88
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Don't make an "integrated slave" a simple +1 population. Rather, make it increase the food reserve by.. err... 30?
Also, we need a mechanic regarding slave revolt, that's for sure. You need to have a healthy slave number in your empire if you want to avoid backdrafts. Hmm.. we could replace one of the Social Policy tree to include Slavery. A high Slavery notice would be something like the Roman society: a slave is eventually freed, and can become a citizen in his full right. That would decrease the caused by slaves.Okay, I'm at lost wits about what could be the caused by too much slavery. I want something nice. Maybe a random event that causes [X]% of slaves integrated in your cities revolt around your empire, causing each of those cities to be reduced by [Y] population (where Y is a number in function of how many slaves you have integrated). The revolted slaves are weak, but numerous military units that are of your level of technology. Be careful, these slaves can span a Great General like Spartacus!
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#18 |
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Chieftain
Join Date: Sep 2010
Posts: 77
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An interesting idea, but I would think it might work better to make the slave generation an event, rather than a unit. Otherwise, the player would end up spending a great deal of time dragging dozens of slaves back to their cities.
If, instead, pillaging resulted in the option of generating slave builders (hammer production), servants (extra population), or something else in the nearest city, it would help to streamline the process. There could also be the option of ransom, or converting them into a worker unit. Just some thoughts!
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EvanBGood Taking over the world, one cool looking explosion at a time. My Civ5 Mods: Military Tweaks Favorite Civ5 Mods: Balance Current Civ5 Ideas/Projects: Advanced Scouts Settlements |
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#19 | |
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Chieftain
Join Date: Jul 2006
Posts: 12
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#20 | |
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Tsar
Join Date: Nov 2007
Location: Samara, Russia
Posts: 1,558
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Quote:
__________________
CIV5 MODS: Emigration v4; Food Resources; Happines per populationCIV4 MODS: Commanders, Defender withdrawal, Gold for disbanding, Occasional Promotions, Caveman mod launcher, Supply Lines (no mod, just an idea) |
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