heinous_hat
Prince
Yes handling prisoners after capture is not coded yet.
On that side, I'd like a few suggestions for the buildings handling them and slaves...
One to convert prisoners to slave, one to house them, setting a minimal value of slave reserved to that city, and one to allow slave trading/transfer between cities.
I could use fixed values, but this setting allows you to decide what to do with prisoners.
I could use some other buildings to convert prisoners (especially barbarians) to personnel (for your army) or citizen.
My first thought was that this shouldn't be too complicated, or require special buildings other than the Slave Market... it might crowd the building list with basic utility items. But I see your point about wanting to allow the player to direct the slave population somewhat.
What you could do is use the Slave Market for prisoner housing (and transfer), but give standard industry buildings the conversion power. So a city with a Slave Market that is also well developed in basic industry (granary, mill, butcher, workshop, etc) would be more efficient at converting slaves to lower tier population, while a less developed city (with slave market) would overflow and passively transfer elsewhere. It would be interesting if tile improvements (farms, mines, etc) could also contribute to conversion, so smaller cities which receive prisoners would still get a measured benefit. Together, this would have the effect of larger population centers gradually pulling slaves from the frontier.
Military buildings (barracks, etc) could handle direct conversion to personnel, serving as an alternate sink for the raw slave population. So a player might choose to develop military over industry in a frontier region where they want to direct the slave population towards personnel instead. I guess you'd need to use policies for +/- conversion rates, since there's no apparent method to remove buildings when they're no longer relevant (i.e. the frontier expands and cities change focus).
Having a great time with the mod.. Even at this early stage, the systems you've introduced create a lot of integration between city and military management, which is otherwise absent. I poked my head back into civ6 to see if there were any substantial improvements, and was very pleased to find this project
