Aussie_Lurker
Deity
Hi guys.
OK, my key concern is that Slavery-from my experience-has been of precious little use to me in many of my games. In fact, most times I simply stay in Tribalism until I get serfdom. Now, this seems a little wierd given the VERY important role slavery has played in our society-even until the modern age.
So, the first part of making Slavery more interesting is by introducing a new 'Specialist'-The Slave. Now my thought was that the slave generates +1 food, hammers and gold (slave trading), but reduces culture commerce. So this bit is very easy to do, as it simply requires a change to the SpecialistInfo.xml file.
The other thing, though, is that the slave should only be available when you are under the slavery civic.
Now, this is where things get HARD. You see, in order to limit slaves to the slavery civic is via python.
So what I want to do SOUNDS simple enough. Either at the beginning or end of the turn, I want the computer to check the player's labour civic setting and, if it equals 'Slavery', then it will change the # of Free Slave Specialists from 0 to 1. This is VERY important, as I want the slave to be in ADDITION to your normal population. So, the question is-does anyone have any idea how this can be done? I am open to all suggestions.
In the meantime, I plan to keep pouring over the tutorials and see if I can glean the info I need from them. After all, if python will let you add a whole new religion, unit or even city to the game, then surely it must be possible to add a simple specialist!
Yours,
Aussie_Lurker.
OK, my key concern is that Slavery-from my experience-has been of precious little use to me in many of my games. In fact, most times I simply stay in Tribalism until I get serfdom. Now, this seems a little wierd given the VERY important role slavery has played in our society-even until the modern age.
So, the first part of making Slavery more interesting is by introducing a new 'Specialist'-The Slave. Now my thought was that the slave generates +1 food, hammers and gold (slave trading), but reduces culture commerce. So this bit is very easy to do, as it simply requires a change to the SpecialistInfo.xml file.
The other thing, though, is that the slave should only be available when you are under the slavery civic.
Now, this is where things get HARD. You see, in order to limit slaves to the slavery civic is via python.
So what I want to do SOUNDS simple enough. Either at the beginning or end of the turn, I want the computer to check the player's labour civic setting and, if it equals 'Slavery', then it will change the # of Free Slave Specialists from 0 to 1. This is VERY important, as I want the slave to be in ADDITION to your normal population. So, the question is-does anyone have any idea how this can be done? I am open to all suggestions.
In the meantime, I plan to keep pouring over the tutorials and see if I can glean the info I need from them. After all, if python will let you add a whole new religion, unit or even city to the game, then surely it must be possible to add a simple specialist!
Yours,
Aussie_Lurker.