Late to the party, sorry, but I've only recently discovered RoM and AND as I've been mostly playing MP for the last year so.
Great mod! A better name should be Civilization 4.5 IMO
Anyhoo... back to the topic.
Regarding Slavery
Slavery was widely adopted in the ancient era but it was mostly captured or imported people's that were slaves, not one's own population. So the big question in how to deal with slavery as a civic is do you treat the slaves as visible or invisible in terms of population. i.e. do you count slaves as being there amongst your own population or are they just 'there' giving bonuses (or penalties) without actually appearing as citizens?
I would love it if we could run slavery as a civic where they are more the latter. When you look at the population of a city you are basically looking at it's citizens IMO, and therefore I would argue that running slavery as a civic does not affect things like great people spawn rate.
So if we think of the slave population as existing aside from the general population what affect would running slavery have on the general population?
Can I suggest the following:
Anarchy
Hurry Production
We can still have the option to 'whip' but in this context it means enslaving your own population. Hence why the population decreases and why you get unhappiness.
Health and Happiness
Slaves generally lived in really poor conditions and could expose a city to disease so yes, there should be a health penalty. Glad everyone seems to agree on this
Regarding happiness, I agree with civ king, that having slaves was considered a luxury and therefore should increase happiness or give happiness benefits with certain buildings.
Economy
I think the best way to model the effect of slavery is the way that's been suggested already, ie give bonuses to specific tiles.
instead right?
And for farms I would suggest +1
instead of +1
. We are basically representing the fact there are extra people working on all of these tiles. So whatever the improvement is supposed to do, slavery increases its benefit.
Growth
I wouldn't change city growth rate but rather give negative modifiers to food. Slaves need to eat after all even they'll be getting only scraps compared to the rest of the population. This will likely mean that to run slavery you will have to work more farms to keep your population going.
How big a chunk of food should you lose? I'm not sure, but how about -30%
.
Military
Many societies used slaves as their army. This happened right up until the time of the crusades (most famously the Mameluks - which even means 'owned'!). So perhaps running slavery could unlock the ability to build some cheap but decent military units?
Slave units do not count as garrison units.
Order
To represent the fact that large slave populations need large armies to keep them in order can we make the "we fear for our protection" penalty apply for every 2 population points? ie if you have a city with pop 6 and only one garrison unit you get a -2 happy penalty?
Capturing Slaves
I'm against the idea of capturing military units and turning them into slaves as I can see this becoming quite cumbersome to manage. What happens when the units get freed for example? Civ represents the interactions between major civilizations but most enslaved peoples were from tribes that history forgot so we can just assume that any civ running slavery gets its slaves from the various barbarian peoples that exist all around.
Great mod! A better name should be Civilization 4.5 IMO

Anyhoo... back to the topic.
Regarding Slavery
Slavery was widely adopted in the ancient era but it was mostly captured or imported people's that were slaves, not one's own population. So the big question in how to deal with slavery as a civic is do you treat the slaves as visible or invisible in terms of population. i.e. do you count slaves as being there amongst your own population or are they just 'there' giving bonuses (or penalties) without actually appearing as citizens?
I more or less agree with RoBo. It wasn't one's own people that were the slaves but rather another people group that lived alongside them. The Egyptians had the Hebrews of Exodus fame for example and seeing as you mention the Spartans they are another good example of 'importing' slaves. Their slaves were called Helots and were not Spartan at all. I think they originated from a previously conquered peoples that were then kept as a slave-class owned by the state.Many civilizations nobility/upperclass/ruling elite whatever you want to call them enslaved their own populations, egyptians, greeks and many others did this. Sparta had only a small fraction of their population not in bondage and as result the ensuing rebellion was fatal to them.
I would love it if we could run slavery as a civic where they are more the latter. When you look at the population of a city you are basically looking at it's citizens IMO, and therefore I would argue that running slavery as a civic does not affect things like great people spawn rate.
So if we think of the slave population as existing aside from the general population what affect would running slavery have on the general population?
Can I suggest the following:
Anarchy
I agree. How about the normal 1 turn? The significant changes to food consumption (see below) should be drastic enough to contend with.3 times anarchy length seems excessive. It could break my desire to use slavery and hurt the AI. Twice is quite severe.
Hurry Production
We can still have the option to 'whip' but in this context it means enslaving your own population. Hence why the population decreases and why you get unhappiness.
Health and Happiness
Slaves generally lived in really poor conditions and could expose a city to disease so yes, there should be a health penalty. Glad everyone seems to agree on this

Regarding happiness, I agree with civ king, that having slaves was considered a luxury and therefore should increase happiness or give happiness benefits with certain buildings.
Economy
I think the best way to model the effect of slavery is the way that's been suggested already, ie give bonuses to specific tiles.
Sounds about right.# +1from mines, shaft mines, modern mines, quarries, lumbermills, workshops
Surely easier to do +1# +1from farms, plantations, olive farms, silk farms, wineries

And for farms I would suggest +1


I agree, the bonuses on the tiles are enough.+5%and + 15%
are icing on the cake. The gold and hammer additions from the farms, mines etc. are what provides the real slavery benefits. Consider taking these two out and sticking with the latter - perhaps increase the latter at the same time to +2.
Growth
I wouldn't change city growth rate but rather give negative modifiers to food. Slaves need to eat after all even they'll be getting only scraps compared to the rest of the population. This will likely mean that to run slavery you will have to work more farms to keep your population going.
How big a chunk of food should you lose? I'm not sure, but how about -30%

Military
Many societies used slaves as their army. This happened right up until the time of the crusades (most famously the Mameluks - which even means 'owned'!). So perhaps running slavery could unlock the ability to build some cheap but decent military units?
Slave units do not count as garrison units.
Order
To represent the fact that large slave populations need large armies to keep them in order can we make the "we fear for our protection" penalty apply for every 2 population points? ie if you have a city with pop 6 and only one garrison unit you get a -2 happy penalty?
Capturing Slaves
I'm against the idea of capturing military units and turning them into slaves as I can see this becoming quite cumbersome to manage. What happens when the units get freed for example? Civ represents the interactions between major civilizations but most enslaved peoples were from tribes that history forgot so we can just assume that any civ running slavery gets its slaves from the various barbarian peoples that exist all around.