C2C- Labor Civic Addon

Azurian

The Azurian
Joined
Apr 10, 2012
Messages
2,092
Location
Florida, USA
The C2C Labor Civ Addon adds the Labor Civic which represents the different classes of labor throughout history.

Simply, This civic recognizes what system is responsible for most of a society's labor This civic will provide benefits and negative to certain buidings and units.

The main theme of the Labor Civic is increasing :hammers: at a certain expense.
Status: Alpha Stage

Disclaimer
Anyone can work on a Labor Civics seperately and use my ideas here to create it for any mod (even C2C) as long as I get credit for the idea. My only goal is to see a Labor Civic in C2C.

Survivalism
Upkeep: None
This is the starting Labor choice. This society is lacking concern to improve their standard of life and members are not sure were even their next meal will come from. Mothers feed their children until they are able to take care of themselves.

Family Labor (small boost)
Upkeep: None
Subsistence is self-sufficiency labor in which the the parents focus on growing enough food to feed themselves and their families.
+ 5% :hammers: +5% science + 5% culture
buildings
Unlocked by: Nomadic Lifestyle


Community Labor (bigger boost)
Upkeep: Low
The community works together as a whole unit to benefit it as a whole and almost every member above a certain age has a job description to fulfill but usually currency is unheard of. This type of labor is only achievable with a small population of people.
+ 10% :hammers: +10% science + 10% culture +15% war weariness
buildings
Unlocked by: Tribalism

Corvee System (production focus)
Upkeep: Low
Corvee is unpaid labor that is required of people of lower social standing and imposed on them by the state or by a superior (such as an aristocrat or noble) for certain weeks or months of the year.
Unlocked by: Oratory
+ 25% :hammers: -10% science + -10% culture - 15% war weariness
+3 mad: in each city
buildings

Craftmanship ( culture focus)
Upkeep: Medium
Most of the labor is done by skilled craftsman who sell their goods and services in exchange for currency or barter.
+ 25% :hammers: +20% culture +5% science +20% war weariness
buildings
Unlocked by: Currency

Mertiocracy (science focus)
Upkeep: Medium
Labor responsibilities are assigned to individuals based upon their "merits", namely intelligence, credentials, and education,; determined through evaluations or examinations.
+ 25% :hammers: + 30% science +5% culture +35% war weariness +2 happy in each city
buildings
Unlocked by: Meritocracy

Incarceration Labor (big production focus)
Upkeep: Medium
Most of society's manual labor is accomplished by criminals or prisoners of war as a disciplinary action until they are l released, or if they survive in several tournaments of combat sports they are released for time served.
+ 35% :hammers: -10% science -15% culture - 25% war weariness
buildings
Unlocked by: Combat Sports


Servitude (stable focus)
Upkeep: Medium
Most of society's labor is performed by peasants or skilled servants, usually under free will in exchange for transportation, food, clothing, lodging and other necessities during the term of service.
+ 25% :hammers: +20%:science: +20% culture + 2 mad in each city
buildings
Unlocked by: Agricultural Tools

Entrepreneurship(gold focus)
Upkeep: High
Most of society's labor is done by people who or work for those that create innovations,or explore the world in order to find new resources and establish colonies and sell their economic goods.
+ 30% :hammers: +10% science +10% Science +25% war weariness
buildings
Unlocked by: Economics

Factory System (production and war weariness focus)
Upkeep: Expensive
The main characteristic of the factory system was the use of machinery and and assembly line as societies main labor. Other characteristics of the system mostly derive from the use of machinery or economies of scale instead of skilled craftsman. Huge production boost but being working all the time as a wage slave doesnt improve the mind.
+ 50% :hammers: -20% culture -30% science -30% war weariness

buildings
Unlocked by: Assembly Line

Retail Service (happy focus)
Upkeep: High
Most of society's labor is in the form of retail where the marketplace is based on corporation franchised locations where goods and services are exchanged, and manufacturers are the primary source of manual labor .
+35% :hammers: + 20% science + 20% culture +7 Happy in each city
buildings
Unlocked by: Manufacturing


Informational Sector (stable)
Upkeep: Medium
Most of society's labor is based on working for corporations as skilled or white collar labor in offices in an information economy .
+35% :hammers: +20 % culture + 15 %science +35% war weariness

buildings
Unlocked by: Computer Networks

Automated Society (huge production)
Upkeep: Expensive
The major portion of society's labor is from automated machines replace most of manual labor, and retail outlets are employed by artificial intelligence service workers. This may highly increase production but unskilled jobs become scarce and the masses have to learn creative skills to just make minimal wage.
+40% :hammers +35 % culture + 35% science +5 Mad in each city +15% war weariness
buildings
Unlocked by: Advanced Computers

Binary Endeavor (mega production boost but at a cost)
Upkeep: Astronomical
Virtually all of manual labor is performed by androids that as a collective are globally responsible of the planets economics and most humans the concept of manual work is considered barbaric and most of the actual labor humans perform is highly skilled labor or skills unable to reproduce by machines. Very expensive but your society has abundance of free time.

+70% :hammers: +20 % culture + 25 % science + 5 Happy in each city +30% war weariness

buildings
Unlocked by: Planetary Economics

Stellar Mercantilism (all around but expensive)
Upkeep: Astronomical
Most of societies labor is based on merchants on asteroids and manufacturing bases located in our solar system with cargo transported to manufacturers in cities. Nanobots take care of most labor domestically. Most transhumans have abundant free time to focus on social entertainment or higher learning, but its astronomically expensive.

+50% :hammers: +45 % culture + 45 % science + 10 Happy in each city

buildings
Unlocked by: Planetary Manufacturing


changelog
r1. changed Negligence to Survivalism
r2. changed Subsistence to Family Labor
 
@MrAzure

A few questions and comments ...

1. Are you going to be coding this?

2. You should also take a look at this topic. It includes ideas like Plutocracy, Oligarchy and Theocracy.

3. You should take a look at this. It is the Civic ideas for RoM/AND that never were. I have long since taken civics from it including Immigration, Garbage and Agriculture.

Note they have a Labor Civic and they move Slavery from an Economy Civic to a Labor Civic.


Labor

Survivalism (Available at Start)
No Upkeep

Slavery (Requires: Slavery)
Medium Upkeep
+1 Unhealthiness
-2 diplomatic penalty, "Your Barbaric Practices Anger Us!"
+1 from , plantations, olive farms, silk farms, wineries
+1 from mines, shaft mines, modern mines, quarries, lumbermills, workshops
+1 from farms
Cities require 1 garrison per 2 population, for each garrison missing, the city gets +2 unhappiness
Cities grow 100% Slower
Free Slave Specialist in all cities
Can Construct the Slave Market

Serfdom (Requires: Vassalage)
Low Upkeep
-1 Happiness in largest cities
-1 diplomatic penalty, "You Oppress your People!"
+1 gold from Apple Orchard, Plantations, Silk Farm, Farms, Cottages, Hamlets, Villages, Towns
+1 unhealthiness from Cottages, Hamlets, Villages, Towns
Cities grow 10% Slower

Caste (Requires: Caste System)
Medium Upkeep
All specialists can be used with no limits
-1 Happiness in largest cities
Cities grow 5% Slower
+25% Gold in Capital City
+10% Gold in all cities
-15% Military Unit Production

Centralized Labor (Requires: Marxism)
High Upkeep
All specialists can be used with no limits
+10% Production
+1 Production from Mines, Shaft Mine, Modern Mine, Workshop
+10% Gold in Capital City

Organized Labor (Requires: Economics)
High Upkeep
+1 Happiness in largest cities
+30% Corporation Maintenance
+1 production from Cottages, Hamlets, Villages, Towns

Private Labor (Requires: Economics)
Medium Upkeep
+20% Production
-15% Corporation Maintenance
-10% City Maintenance
+10% Commerce

Post-Labor (Requires: Androids)
Astronomical Upkeep
Population does not contribute to unhealthiness
Cities grow 25% Faster
+3 Happiness in Largest Cities
 
The main problem with having slavery as a single element in any civic list is that it isn't that simple. In C2C you can't have slaves if you use coinage for example. So how do people buy and sell slaves?:mischief:

The labour civic outlined by MrAzure has the same problem slavery can coexist with the other civics. As can it with the ones suggested in AND.

It may be that we need a new mechanism just for slavery which is either on of off. If you choose the religion Zoroasterism then it must be off. If you choose the civic Emancipation then it must be off. Otherwise it can be either.
 
That would be interesting to see a Slavery civic that was enabled at Slavery civic such as ...

- Pre-Slavery (Default)
- Slavery (Req Slavery)
- Emancipation (Req Emancipation)

I supose there could be other variations. Such as whats the difference between pre-slavery and no slavery or emancipation. Can there be some sort of uber slavery that goes beyond normal slavery? What about some sort of sci-fi situation with mind control slaves or robotic slavery? Enslaved genders such as an all women society with all men slaves. Or even a neanderthal slave class.
 
That would be interesting to see a Slavery civic that was enabled at Slavery civic such as ...

- Pre-Slavery (Default)
- Slavery (Req Slavery)
- Emancipation (Req Emancipation)

I supose there could be other variations. Such as whats the difference between pre-slavery and no slavery or emancipation. Can there be some sort of uber slavery that goes beyond normal slavery? What about some sort of sci-fi situation with mind control slaves or robotic slavery? Enslaved genders such as an all women society with all men slaves. Or even a neanderthal slave class.

"Free The Robots!", "Give Robots The Vote!", "Lobsters are people too!", "My backup copies of me is just as capable as I am so why can't they vote too!"
 
@MrAzure

1. Are you going to be coding this?
.

Yes, it will take some time..right now all i have is the backbone listed above, and this is just a glorified brainstorm session..i need to start on the XML code, then edit or add new exclusive buildings. Anyone is free to take this concept and make it their own, using the ideas I provided. I am still learning how to code but I wanted to put this on paper, and give other individuals a chance to make their own creations using my ideas if they wanted. This can be a new project if u want for Hydros A New Dawn mod..and u can modify to ur hearts content, add stuff...this addon is pretty much for me and my friends at schoo but happy to sharel..

2. You should also take a look at this topic. It includes ideas like Plutocracy, Oligarchy and Theocracy.
I think Plutocracy, Oligarchy, and Theocracy should be added to the Government Civic.

3. You should take a look at this. It is the Civic ideas for RoM/AND that never were. I have long since taken civics from it including Immigration, Garbage and Agriculture.

They have quite a few ideas I like, i think i might spend some time thinking what civics choices can be added to Civics, i have a couple ideas..like Knowledge Downloading to Education Civic...

Note they have a Labor Civic and they move Slavery from an Economy Civic to a Labor Civic

I created another addon called Rights Civics addon, but i also didnt include a Slavery rights because slavery should be a combination of Rights, Labor, and Economy.

In the rights addon, i added Property Rights and Social Class Rights, which could affect slavery buildings and units.
 
The main problem with having slavery as a single element in any civic list is that it isn't that simple. In C2C you can't have slaves if you use coinage for example. So how do people buy and sell slaves?:mischief:

The labour civic outlined by MrAzure has the same problem slavery can coexist with the other civics. As can it with the ones suggested in AND.

It may be that we need a new mechanism just for slavery which is either on of off. If you choose the religion Zoroasterism then it must be off. If you choose the civic Emancipation then it must be off. Otherwise it can be either.

I agree with you, Slavery is a Labor, Economic, Social, and Goverment issue and it shouldnt exist among other civics, it is a complex subject.
 
"Free The Robots!", "Give Robots The Vote!", "Lobsters are people too!", "My backup copies of me is just as capable as I am so why can't they vote too!"

:lol: Come on now, i am going to pee in my pants, if you keep on with these comments from laughing so much :lmao:
 
That would be interesting to see a Slavery civic that was enabled at Slavery civic such as ...

- Pre-Slavery (Default)
- Slavery (Req Slavery)
- Emancipation (Req Emancipation)

I supose there could be other variations. Such as whats the difference between pre-slavery and no slavery or emancipation. Can there be some sort of uber slavery that goes beyond normal slavery? What about some sort of sci-fi situation with mind control slaves or robotic slavery? Enslaved genders such as an all women society with all men slaves. Or even a neanderthal slave class.

I think this would be a great idea, have an entirely separate slavery civic. I think that the difference between pre-slavery, no slavery and emancipation is in the intent. Pre-slavery would mean there was no organised system, but it doesn't mean that there might not have been forced servitude [no bonuses or maluses]. Slavery is obviously when there becomes an organised system [boost to production and food, malus to culture and health]. No slavery would mean that for one reason or another, that civilisation simply has chosen not to partake (whether it be economic, religious etc.) [small bonus to culture and science], whereas emancipation is where a civilisation has taken a moral stand against the institution of slavery [bigger bonus to culture, science and happiness, malus to relations with civs without].

Then moving into the future, it would be amazing to see some slavery civics. Maybe you could have a choice between robotic slaves, bio-engineered slaves, alien slaves and total emancipation. Not sure what bonuses and maluses to give them.

Anyway, just some of the ideas this thread gave me. Sorry to hijack your thread MrAzure.
 
Slavery does need some work. Some of the earlier forms are not slavery as we know them but often an indeptedness that you can buy your way out off. The idea of slavery just applying to one group of peoples who look similar is a post-US-independance one and has been suggested as the reason many slaves fought against the independance. I am not sure of the accuracy of that last statement as my major interest in history ends at about 1600AD and I have only talked to one historian of that era.
 
Slavery does need some work. Some of the earlier forms are not slavery as we know them but often an indeptedness that you can buy your way out off. The idea of slavery just applying to one group of peoples who look similar is a post-US-independance one and has been suggested as the reason many slaves fought against the independance. I am not sure of the accuracy of that last statement as my major interest in history ends at about 1600AD and I have only talked to one historian of that era.

You're partially right. Slavery as an institution did indeed start out colour blind. Once you start moving into the Hellenic and Roman eras, slavery remained something that could happen to anyone regardless of their culture. People were taken as spoils of war, or because they couldn't pay their debts. Though towards the later Roman period it was much more uncommon for slaves to be Roman citizens. And yes, as you say, slaves could earn their freedoms by hard work, loyalty to their master, and demonstrating they were sufficiently Greek/Roman to integrate.

However, slavery based on race started to develop a lot earlier than the American Revolution. Yes, there was still indentured servitude in the 16th, 17th, 18th, and even into the 19th Century, which did not discriminate based on race. So yes, there were European indentured servants in the New World, but they could still earn their freedom. The slave trade that started in the 16th Century was entirely racist. It began as counter-raids on the Barbary coast, which had been enslaving Europeans for a few centuries (not a judgement on them, the European had been doing some messed up things in the Levant), then expanded along the West coast of Africa. By most European laws it was entirely legal for any ship captain to raid an African village/city, take whomever they liked and force them into slavery. They had no recourse for emancipation, and all their descendants inherited their position. Indentured servants, conversely, did not have their children forced into the same position. So there is a big difference once we get to the 16th Century. It wasn't possible to just raid an English hamlet and take away slaves without facing the British army, but if it was a village of dark skinned Africans, no problemo!
 
Minor points - non-European adult males are the only ones that were exempt from slavery. Some European women and children still lived in what can only be called slavery. Not all the people who captured people and sold them as slaves were European. The Moors and other middle Eastern groups may have preached that owning slaves was wrong but still traded in them.

However it is besides the point when we are trying to come up with a game representation for slavery. All I am saying is that one civic called "slavery" does not reflect the differing forms of slavery that have and still do occur throughtout history and the world. Slavery as practiced today seems to be more a gender issue.
 
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