Thunderbrd
C2C War Dog
Gets back to slavery shouldn't be an economic civic but represented on its own line... I've always felt that was true as well. Is there any motion to make that happen anytime soon?
Gets back to slavery shouldn't be an economic civic but represented on its own line... I've always felt that was true as well. Is there any motion to make that happen anytime soon?
First we need to make a name difference between the slaves that you make from your own population as specialists and the foreign ones you get and settle in your cities.
Their output should be about the same but the specialist ones have the flexibility that you can turn them into normal citizens.
Normal citizens have an inherent cost of -3, 1
, 1
, 5 crime/turn (used to be 3 crime/turn), some other properties / turn.
So the slave specialists and the settled slaves should differ by exactly that (as the settled slave does not incur the default citizen cost).
As you feed slaves worse than other citizens, they should probably cost 2. That means for the slave specialist to have +1
, not -1
and for the settled slave to have -2
.
Unhappiness and unhealthiness I'd suggest to leave at 1and 1
with some added crime, maybe 7 crime/turn. That would mean 2 crime/turn on the slave specialist and 1
, 1
, 7 crime/turn on the settled slave.
The output of slaves would be around 2/3 of the output of a normal citizen as.
Then I'd suggest to introduce a slave stance in each city that determines how you treat your slaves. If you treat them worse, you get additional production output from all slaves but there is also a chance for each slave to die per turn. So you have the ability to get more production from them when you need it but use them up in the process.
Hmm, maybe there should be an Oppression property that is increased from slaves, some other things and get an additional increase when you work slaves to death. Depending on the Oppression value some different pseudo buildings could spawn like Anti Oppression Movements and similar and probably also depend on the civics/tech what you get/don't get.Generally agree. Would the usual temporary unhappiness penalty for oppression (I think it applies to ship building which I haven't done in ages, I mostly see it after the new medicinal herb event) apply when slaves (of either type, which is I guess another question) are worked to death?
I considered that but then the balance of producing 2/3 of a normal citizen would be off again.Also, I wonder if maybe slaves shouldn't cost one more unhealthiness, so that the 'bonus' food is offset unless you're generating enough health to account for them.
First we need to make a name difference between the slaves that you make from your own population as specialists and the foreign ones you get and settle in your cities.
Their output should be about the same but the specialist ones have the flexibility that you can turn them into normal citizens.
Normal citizens have an inherent cost of -3, 1
, 1
, 5 crime/turn (used to be 3 crime/turn), some other properties / turn.
So the slave specialists and the settled slaves should differ by exactly that (as the settled slave does not incur the default citizen cost).
As you feed slaves worse than other citizens, they should probably cost 2. That means for the slave specialist to have +1
, not -1
and for the settled slave to have -2
.
Unhappiness and unhealthiness I'd suggest to leave at 1and 1
with some added crime, maybe 7 crime/turn. That would mean 2 crime/turn on the slave specialist and 1
, 1
, 7 crime/turn on the settled slave.
The output of slaves would be around 2/3 of the output of a normal citizen as.
Then I'd suggest to introduce a slave stance in each city that determines how you treat your slaves. If you treat them worse, you get additional production output from all slaves but there is also a chance for each slave to die per turn. So you have the ability to get more production from them when you need it but use them up in the process.
They have not been added there yet but they should not be too hard to add.I have had a look at implementing this for v26. There are no tags forand the only
tag is iHealthPercent. There are also no property tags on any of the specialists so I am not sure if they have been added or not.
Maybe sum up the number of yields/commerces that an average specialist produces.As tohow many do a "normal" citizen produce? Those on a mine produce lots, those on a farm very few and those set to specialists varyring amounts.
Take a percentage of them (the rest moves away) and add them as population. Then the assignment algorithm will take over.I have not been able to get Ksohing's onCivivChange to work yet but I think that was because I was doing three things at once and broke everything when I tried to save data from Python.
When you leave a civic that allows slaves what do we convert the settled slaves to? The normal slave specialist become almost anything. The Settled Citizen specialist is just a place holder really, as it has just the same stats as the unassigned citizen.
I disagree with this assertion. Under the current proposal, slaves would basically already BE population, perhaps even better than the normal population because it would not count in adding excess food buildup to build to the next levels of population. When the slaves are liberated and become population, they will suddenly cause the next pop level to take a LOT more food to get to PLUS they will be consuming a lot more food than they were as slaves. And consider how many citizens in the US alone are here because their ancestors were slaves. Just what % of the population would that be? Could this be one of the reasons that the US had such a meteoric rise in power for such a young nation?Purely adding even a percentage of settled slaves as population would make going out of slavery too strong, which would be a derivative of Slavery being too strong again. After all it takes forever and an aeon for a city to grow even 1 pop, especially on Eternity where it's not uncommon to need in excess of 2-3000 food to grow with a growth of 30-40 food per turn or anything from 25 turns and way up to grow. Having enough settled slaves to even with a percentage grow 2 or more pop in rapid succession would be OP.
I disagree with this assertion. Under the current proposal, slaves would basically already BE population,
I don't quite get why on the one hand you argue against giving slavesThis is what I feel will make Slavery even more overpowered. Slave units come from a built unit that has taken x amount of turns less time to get out than a city would need to grow one population. Thus a lot more units that can potentially become slaves are built than all cities total population put together.
Using these captures units to add population to a city, in any way or form, would not only unbalance the game but be so totally overpowered to the extent that in any Multi-player game if anyone went the slavery way and got a bunch of slaves anyone else not doing the same would be helplessly behind in city population and thus in the long run also in production power and science. Going Slavery would basically be the way to get a winning game.
((barring that someone or several some ones went after the Slavery guy to try to take him out before he could exit Slavery and gain the potential massive increase in population.))
Cheers
Hmm, if we go that way, maybe we should require 5 or so "Slaves - military" to convert them to a "Slaves - civilians" and only "Slaves - civilians" can be settled.Edit I think I am asking Should we have"Slave - civilians" worth half the food to get to population 2 and "Slaves - military" which are worth a lot less in food? However both provide the same boost to production and only the militry ones can be drafted.
I don't quite get why on the one hand you argue against giving slaves,
and crime because the city can't sustain it but on the other hand you think the population gain from going out of slavery would be overpowered?
That population would incur the same,
and crime (minus 2/turn) but cost more food. So yes, of course you have to decide between settling that slave or letting your city grow once more on its own but that is also why you do get a chance for a real population at the end.
Nonetheless if there are too many slaves from war, then the chance to get slaves could be reduced.
That exploit would be avoidable by making the conversion percentage dependent on the number of turns a slave has been settled in that city. If the slave population has not been in there a long time, it is very likely to run back home.Simple; exploitation, sort of anyway, (un)balance, and also history.
Sort of Exploitation:
[Scenario]
I'm going to war, or at least going out on a big raid, against an opponent, maybe more, with my units. I enter Slavery before the first battle. I take as many slaves as I possibly can while fighting, preferably enough for say a total of minimum 10 populations worth. I only move the slaves to my cities, I don't actually spend them on settling or hurrying or anything, just let them stand around in my cities.
After Anarchy and waiting time to be allowed to change civics again and with all the slaves stationed at their assigned cities I take a turn to:
1. Settle all slaves in their designated cities.
2. Switch Civics away from Slavery to one that changes them into population (by percent or however it's done).
3. End turn.
[/Scenario]
Which would let me gain a bunch of pop in just a few turns (compared to growing that is). It's not even really exploitation as it's just as simple to keep your slave units around even when planning to stay in Slavery, using them finally in the manner described above when it's time to pick another Civic.
After all, it someone is running Slavery and gets a bunch of slaves and don't want to settle in any cities, or spend gold to upgrade into on-shot units, or feel the need to hurry any buildings, then what should be done with the slave units? Disbanded? Or saved until needed, for instance right before exiting Slavery?
It might not be fully realisitic, but then the Civ model that every population point gets you 1Balance:
All the things I've posted already about making Slavery too strong.
History:
I don't think there has ever been an instance in history where slaves under supervision have incurred higher crime rates, nor when slaves have not been under supervision.
In the first case I can imagine more guards needed in some cases, or a slave riot happening, but not crime. (imagines a bunch of slaves embezzling, mmm, can't imagine that, or illegal brainwashing...) I can imagine more money costs due to increased security, but not increased crime per se.
In the second case those slaves either found a way to escape or kept a very low profile so they would not be noticed. They were after all trusted slaves but that trust could be revoked any time for anything untoward. Doing crime would most assuredly not be among the things those slaves were engaged in.
Slaves were kept separate from the general populace in most cases, household slaves being an exception but they were usually treated better and live in the same conditions (mostly) as the ones they lived with. The work slaves (that seems to be mainly discussed here,) were housed in their own areas and did not really have any significant impact on health issues for the rest of the population. (Possibly STD's if the women were being regularly raped.)
As for creating unhappiness there were more than likely a few among the general population that did not like how the slaves were being treated, or even opposed slavery (though probably in silence). All others, especially the people benefiting from having slaves, were rather more happy (in game terms that, not literally happy though some probably were that too) as they could avoid the chores they didn't want to do, having slaves to do it for them, or got a lot more work done for a greater profit for themselves. The slave masters got more time to spend philosophising, doing arts, spending time with their families and otherwise socializing. I doubt they were unhappier due to having slaves.
Cheers