Anyone know exactly how enslavement works??

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Hi guys,

I am curious, when one unit enslaves another, what determines the unit that is 'formed' by the enslavement act? Is it the unit being attacked, or the unit doing the attacking?? Also, how common is it and can the enslavement rate be adjusted somehow?

Yours,
Aussie_Lurker
 
I've only encountered slaving in two situations.

One of the Indian Civ's, Maya I think, has a Unique Unit that has a chance of enslaving after a winning a battle. In this case, the enslaved unit is a (captured) worker.

And with Privateers, they have a chance of capturing the ship if it wins a combat. In this case a new vessel appears in the stack that the Privateer came from. I did not notice what type of ship appeared (I assumed it was a frigate, I am sure it was not a Privateer).

No idea on the odds of either.
 
Yes thats right, the Mayan UU and the Privateer both 'enslave'. That means theres a certain chance (one or two thirds, cant remember) that a new unit is created. The Mayan UU enslaves in the truest sense as it actually creates a slave (a foreign worker unit), whilst the Privateer takes control of the defeated unit and makes it into a Privateer, which also has a foreign nationality tag IIRC.

HTH
 
That would be a 33% chance. AFAIK, it's hardcoded. I've never seen an editor option for it.
 
In the "Fall of Rome" scenario the Pillager enslaves the enemy into a worker and the Warlord enslaves the enemy into a marauder. The worker is foreign of course.
 
In Plain Conquests, the only units that enslave are Privateers (open to all), Man-O-Wars (English), and Javelin Throwers (Maya). Just summing up all that's been said, and adding Man-O-Wars.

And Turner is right, it's a 1/3 chance, and that's not changeable, except for the unit that it enslaves into.
 
And... in the Mesoamerica scenario Javelin Thrower (Maya), Chasqui scout (Inca) and Jaguar Warrior (Aztecs) all have a 33.33% chance to enslave the enemy into a worker.
 
CarnDaWoods said:
I did not notice what type of ship appeared (I assumed it was a frigate, I am sure it was not a Privateer).
In a recent game I sank either a destroyer or a transport, it had been with damaged via air bombardment beforehand, with a privateer and got another privateer.
Both a pleasant surprise as I didn't know privateers worked that way and a disappoinment as I would have liked a destroyer or transport instead :(
 
Aussie_Lurker said:
Hi guys,

I am curious, when one unit enslaves another, what determines the unit that is 'formed' by the enslavement act? Is it the unit being attacked, or the unit doing the attacking?? Also, how common is it and can the enslavement rate be adjusted somehow?

Yours,
Aussie_Lurker

It's the unit that is doing the attacking. If it wins the battle and destroys the enemy unit, there is a chance that it creates a unit which is determined in the editor.
 
Don't forget the Man-O-War in conquest, this made England a lot more fun to play.
 
Don't you think the enslave ability for the Javelin Thrower is kinda useless? i mean, a slave workers worker only half as fast as normal workers.
 
No, citizen001, I don't. I enslaved an bunch of barbs early in one game and it made a huge difference. Lots of no maintenance half speed workers beat full speed workers any day.
 
The problems with the Jt are:
*You need to get WC before the AIs cleaned all the Barbs
*They are horrible expensive that early
*They have no defensive bombard
*Unlike the Jag, you cannot build cheap generic units instead, if you don't want to trigger a despotic GA.

The 1/3 speed Slaves are fine, though. But overall, one of the worst UUs for me (now, if the Mayans would start with WC, that would make a big difference!).
 
Doc Tsiolkovski said:
The problems with the Jt are:
*You need to get WC before the AIs cleaned all the Barbs
*They are horrible expensive that early
*They have no defensive bombard
*Unlike the Jag, you cannot build cheap generic units instead, if you don't want to trigger a despotic GA.

The 1/3 speed Slaves are fine, though. But overall, one of the worst UUs for me (now, if the Mayans would start with WC, that would make a big difference!).

I think the JT was purposely made to have these shortcomings to keep the Mayans from being a runaway best civ. If they were only 20 shields, or were buildable from start they might be too powerful with that trait combination. However, my strat with the JT is too get iron working early, try to keep a nearby civ from getting iron, then against that civ the JT can still be somewhat effective in the early middle ages and is sometimes best used to ward off the AI archers / longbows coming to attack. I have vowed to try a game asd the Mayans where I go all out war in depostism with them and hope the benefits outweigh the GA disadvantages.
 
citizen001 said:
Don't you think the enslave ability for the Javelin Thrower is kinda useless? i mean, a slave workers worker only half as fast as normal workers.

On Mesoamerica the usual strategy is to sacrifice all those workers for culture points.
 
citizen001 said:
Don't you think the enslave ability for the Javelin Thrower is kinda useless? i mean, a slave workers worker only half as fast as normal workers.

They may only work at half speed, but they don't cost your treasury anything. So you get free labour.
 
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