Slavery

gjts00

Arrogant American
Joined
Mar 29, 2001
Messages
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Why is it that slavery hasen't been included? It's played a malor role throughout history. I guess that it wouldn't be too politicaly correct though...Bummer, when that kind of thing gets in the way of historical accuracy.

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Don't sh*t where you eat.
 
That's a good idea
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what bad effect should it give then?
 
I don't see how you'd include slavery in the game, except as an 'invisible' modifier that, for instance, raised your trade but hurt your reputation or something like that.

Or do you mean a slave *unit*, like a NONE settler or something?
 
It's good to see you back Mr Bond. Seems like you haven't been around much lately.

You know...I really haven't thought into the subject in great detail yet. I brought it up because, slavery was a major factor throughout history. The Romans couldn't live without them. I guess that implementing this idea could be very complex & a waste of time, or very simple/ineffectual & a waste of time. I brought it up more for conversation's sake than anything else.

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Don't sh*t where you eat.
 
I've thought about the addition of slavery before. I don't think just having a slave unit would really be enough, but I've never been able to come up with a satisfactory model for it. The best I could come up with is that for the civs that chose to make use of it (not every civ has made use of slavery historically, but most have), it would make production cheaper but it would cause a certain degree of unhappiness. Then there'd be a way to abolish it later. And after long enough, any civ who hadn't abolished it could maybe have a horrible reputation? I'm not really sure. This is one of those things I'd be glad to see added if it was done right, but it wouldn't bother me if they decided not to mess with it, either.
 
What if you capture other nation's workers and they become NON-supported units for you - as slaves, however, you could have the occaisional revolt (the units change to a barbarian-type and attack you) maybe Emancipation can be a pre-req for Industrialization and then the workers become supported by the closest city. Also how about a 'Gettysburg Address' Wonder? (a happiness wonder?)
 
so very true, Dipolmatic Spy! let's see, we should only concentrate on happy things from world history - in fact let's get rid of war altogether! I feel so sad when units die. Maybe we can tickle other civs until they say 'Uncle' and join our side.
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it would be cool if you could use prisoners of war to build wonders or cities.
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[This message has been edited by animepornstar (edited May 08, 2001).]
 
Originally posted by Dipolmatic Spy:
I can give you one good reason why there is NO slavery in the game. It is called CIVILIZATION NOT UNCIVILIZATION. Thats all I need to say on the subject.

It's also not called "Milk And Cookies", "Flying Charlie", or "Gilligan's Island". What's your point?

The game is about guiding a civilization through history from the first settlements to the near future. Slavery has been a part of that every bit as much as have war, trade, and exploration. I'm not saying slavery isn't a bad thing, but it has had a lot of influence on a lot of history, and therefore it has a place in the game (if Firaxis decides it does).
 
I agree with Loaf Warden on two counts. I believe it has a place in the game and should not be excluded just because of political correctness or (more likely) personal squeamishness. And like him I have tried to think of a good way of incorporating it, so far without success. (Doesn't mean I've given up though.)

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Yeah. War is such a happy event.
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Also not included are:
1) Feeding Christians to lions
2) Witch trials
3) Black Plague
4) Piracy, in the true sense

Well, well. We can compile quite a list.
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It's In The Way That You Use It

Tuatha De Danann Tribe
ICQ 51553293
 
See my post under Suggestions & Ideas

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If you cross the border, you better have your green card!
 
CTP did have it, but I thought they did a decent job of using slavery. Every time your slaver unit was in combat with a unit it captured created a slave in the nearest city (or supporting city, can't remember). This caused the caused the population of the city to grow by 1 everytime. The problem came when the slaves outnumbered free population and your city had a slave uprising if there weren't enough military units to police (kinda like monarchy). Problem was that barbarians ALWAYS found there way to me and my cities would get inflated to 18-20 size quickly and uprisings became more frequent. I find using slavery as a tool repugnant (and difficult) and tended to not go that route. BTW, the wonder of Emacipation freed all the slaves in your civ but caused uprisings in others (if you got it 1st) was pretty evil. Only did it a few times but was worth it.
 
Yea CTP did do a prety good job of Including slavery!
but for Civ 3 to use slavery like CTP they would have to Include unit Locking and that was one of the things about CTP that I did not like.
 
I think the Slavery model was OK in CTP2 but I am not sure of how effective it will be in Civ3. Getting non workers every time your slaver units win battles or something willmake your turns enormously long and when you have finished improving all terrain what will you do with the workers if there is a limit to he size of the city they can join?
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No objections on historical accuracy.
No objections on scale.
No objections on playability.

Just one little thing:

It won't be historically accurate unless it is complex; it won't be scaleable if it is complex; it won't be playable if it is complex.

If you look at history you will discover that slavery is a word that covers a vast range of social arrangements, some of which were perfectly stable and others of which had the seeds of their own destruction inherent in them. So sometimes it is an effective arrangement (i.e. without any particular negative effects) and other times it is a road to ruin. So how do you implement it?

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Nothing is too wonderful to be true
 
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