How do you activate Worldview - Human Sacrifice?

Ethric

Warlord
Joined
Aug 16, 2007
Messages
264
As the title. Captives don't seem able to activate it like they can with worldview - slavery and cannibalism. Tried having divine cult civic, naghualism, and so forth, but haven't found a way yet.
 
I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?
 
It's the Dark side! Venture there at your own risk!:eek: It's for those with Harkonen or Emperor Palpatine in their psyche. :scared::hide:

JosEPh :deal::devil:
 
I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?

I like to do it, "Just Because You Can."
 
From what I understand, having never done it myself, it's so you can do it vanilla style and sacrifice population for production. Don't see why though most of the time you build several buildings/units every turn in every city. I guess it's useful on really slow speeds.
 
Before slaves were rebalanced the slavery worldview used o be a really good thing to have. Now, no so much. Because the AI has no way at all to determine the value of the worldviews it just assumes that they are all (at least marginally) good. Consequently it will always adopt them as it is able to. If the rebalancing makes this bad then that's an issue for the AI - in my view they should be balanced such that they are more-or-less neutral (gains from the extra abilities balance the downsides in most situations). Otherwise I need someone to come up with a set of rules we can use that would be an appropriate when-to-use decision criteria for the AI (and it needs to be generic with nothing but XML to go on, and work for all worldviews).
 
I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?

Slavery is awesome, if you know how to do it. Sure it's playing with fire, especially with revolutions turned on, but with civics like trade supplying all the food the production boost is incredible and you'll get rich really fast.

For the initial question how you turn them on. You activate these worldviews by capturing neanderthals or soldiers and then take them to your capital. I think it's Neanderthals for cannibalism and sacrifice, and war prisoners for sacrifice and slavery but I'm not sure. Also, civilians from razed cities make cheap settlers (somewhere else that is NOT one stupid tile from the coast or the river!) and are much better to rush with than caravans.
 
Before slaves were rebalanced the slavery worldview used o be a really good thing to have. Now, no so much. Because the AI has no way at all to determine the value of the worldviews it just assumes that they are all (at least marginally) good. Consequently it will always adopt them as it is able to. If the rebalancing makes this bad then that's an issue for the AI - in my view they should be balanced such that they are more-or-less neutral (gains from the extra abilities balance the downsides in most situations). Otherwise I need someone to come up with a set of rules we can use that would be an appropriate when-to-use decision criteria for the AI (and it needs to be generic with nothing but XML to go on, and work for all worldviews).

It's still good its just tough to maintain without having more control over your specialists and unfortunately it really points out major problems with the AI's ability to determine specialist assignments wisely.

When to remove is really a lot about what's taking place in the game. You stop gaining benefit from Cannibalism really when the 100 food/hammer total starts becoming pretty insignificant and the negative impact factors start building up. Not sure about the Slavery, when it starts to lose its benefit but I believe it should eventually be something you'd want to leave to gain more benefit from the freed slaves than you do from keeping them as slaves. Sacrifice? Well... that's always a bit iffy and should probably be more leader personality driven somehow. I'll give some thought on how that can be swayed by personality...
 
You can't. I'll post a fix to the beta (SVN) soon.

Ok, thanks :)

I don't really get why WOULD you activate those worldviews...
I did accidentally - and had to purge them ASAP, due to huge negative effects it had.
Or is there some cool bonus I missed?

Because I play as the mayans currently, and I wanted to see what it did. Slavery gave a huge boost when I tried it, and I "purged" it becuase I thought it made things too easy! Possibly I play an older version (I don't know what SVN is or how to use it, so stick to the regular updates).
 
btw can you somehowtweak the automatic city governor regarding specialists? I don't use slavery anymore because the AI governor emphasizes slaves way too much to my taste and I have to be constantly micromanaging..
 
I'd suggest having buildings deciding how many slaves you can work in a city. For example, the basic village hall, town hall e.t.c. adds a slave slot each if slavery is active. And then there could be progression of slavery buildings something like, slave hut - slave auction - slave market, each granting something like 1 + 2 + 3 slave slots. And ofcourse the worlview itself grants one slave slot in each city making about 10 slaves the maximum number you can have in a city. Maybe a national wonder if you indeed want unlimited number of slaves.
 
btw can you somehowtweak the automatic city governor regarding specialists? I don't use slavery anymore because the AI governor emphasizes slaves way too much to my taste and I have to be constantly micromanaging..
There is the option to emphasize other specialists by clicking on them (not the minus or plus). That should make them more valuable in the eyes of the governor.
 
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