Slavery Implementation

Verifirs

Chieftain
Joined
Nov 3, 2016
Messages
3
Idea for implementing slavery through an early civic. The player would have 4 settings for their slavery level.

0. No slavery, no bonus.
1. Indentured Servitude - 20% production bonus in that city, but 50% less growth.
2. Foreigners as Slaves - 40% production bonus, but 75% less growth and diplomacy is harder on you.
3. Poor People as Slaves - 60% production bonus, but -25% growth and nations dislike you.
4. Everyone is a Slave - 100% production bonus, but -50% growth and nations denounce you.

I thought that this would be an interesting addition to Civ 6, maybe through a DLC or a complex mod.
 
I liked the civ 4 version of slavery, using population to rush production aka "whipping". Essentially a food to production converter
 
I liked the civ 4 version of slavery, using population to rush production aka "whipping". Essentially a food to production converter
I liked that too, but I think that this would be a smoother implementation with more options for the player.
 
Diplomacy penalties for using slaves makes no sense if those other nations also use slaves. Also you feed slaves less so growth should increase per corn.
 
Diplomacy penalties for using slaves makes no sense if those other nations also use slaves. Also you feed slaves less so growth should increase per corn.
Well the other nations might be denouncing you because they view you as competition in the slavery arena. Growth decreases because instead of reproducing, those people are working all the time.
 
To me it just seems like it will make the inevitable wars come even faster. The AI already hates you no matter what.
 
As far as I can tell your thought process was basically: "I want slavery to be a mechanic, so let's build some bonuses around it!", but the end-product is... well, severely lacking in my opinion.
I don't see much value in a system that mainly boils down to a production/food slider with even more reasons for other leaders to hate you attached to it.

In my opinion new mechanics should have a clear goal, should fill gaps, this one just sounds like arbitrarily adding stuff for the sake of adding it.
 
It's cool on paper, but for a piece of constructive criticism, there's not reason to not run full slavery in your concept. 100% production modifier is too good not to use and the diplomatic hit is irrelevant if you're gonna use all that production to go smash some AI's face in anyway. A better idea would be possible chance of slave revolt, in which your city loses a pop and a barbarian unit or two spawn
 
OP there is already a mod that adds a policy card that adds the ability to capture enemy units as workers like the Aztec special Eagle Warrior ability. This basically does something that the every faction should have already had.
 
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