Ideas are welcome but I started this thread so I would not loose this link. OK, reopening this thread, for the slaves etc discussion which I hope to summarize here and give an idea as to what I am intending. Update end March 2013 - Current statusCapturing1) When you attack and kill an enemy military unit there is a small chance based on civics (yours and theirs) that the unit will surrender to you rather than being killed. This is a Captive - Military. Capture working but probability of success needs adjusting. need to consider mercenary units defecting to you with their weapons and training in tack. Probably need to give them a disloyal promotion and use that in future battles increasing the chance they defect. 2) When you sack a city a) you will get a number of Captive - Civilian. The idea of refugees needs adding. A maximum of 50% of the population is turned into captives or refugees. A size 1 city has a 50% chance of producing a captive. b) If they had settled slaves in the city most will join you as Captive - Freed Slaves. c) You will also be informed of any other specialists that were in the city and that they were killed. Using captivesCaptive - Military or Captive - Neanderthal Upgrade to worker or military unit (costs a lot) - still need to consider promotions and XP of original unit fast build an improvement or route using up unit - displayed text required Sell in city - to be done Join city as slave specialist - needs to be restricted to Slavery civic or specialist needs returns need to be changed due to civics Fast build building Sacrifice for happiness or culture Eat or Free (both add food since food is how part populations are represented). Captive - Civilian Upgrade to settler or above (not tribe) huge cost Join city which has 7 or less population Hurry building - as for military captive Sacrifice - as for military captive Captive - Freed Slave Upgrade to workers Freed to join city (as food ie partial population Intended Spoiler : 1) When you attack and kill a unit there is a small chance that they will surrender instead giving you a "Captive - Military - Nationality" unit. 2) When you capture and raze a city (note need to look at Partisans mod) 2a) the population will turn into "Refugees - Nationality" and "Captives - Nationality" units. 2b) any settled specialists in the city have a small chance based on type of specialist of being captured as "Captured Specialist - Nationality". Great Generals are more likely to die defending the city or helping others escape or become partisans. What you can do with these units:- "Captive - Military - Nationality" if Nationality is barbarian can convert them to your own military - no penalty Slave workers - requires slavery civic - convert to normal workers (2 for 1) when Slavery civic is left. Work at half the rate of normal workers. Settle in your city as a Settled Slave (+1 +3 +3 crime +1 +1) Note: one population gives -3 food, 1 unhealth, 1 unhappiness and 3 crime and these are population. Otherwise can convert them to your own military - penalty promotion that they may defect back to their old nation if it exists. Penalty removed if original nation no longer exists or becomes vassal Slave workers - requires slavery civic - convert to normal workers (2 for 1) when Slavery civic is left. Work at half the rate of normal workers. Settle in your city as a Settled Slave (+1 +3 +2 crime +1 +1) "Refugees - Nationality" - You don't have control over these, they work similar to imigrents in OV's mod but depending on date may also become "Refugee Camp" - this idea need fleshing out They may settle in your city as Settled Citizens (-1 +2:Hammers: +1 +3 crime +1 +1)) Note: one population gives -3 food, 1 unhealth, 1 unhappiness and 3 crime and these are population. Build a Refugee Camp in your city Build a Refugee Camp on the map somewhere (May become a terrorist group) "Captives - Nationality" you have control of these Can be settled in a city giving +1 population, may provide their native culture building. - needs more thought They may settle in your city as Settled Citizens (-1 +2:Hammers: +1 +3 crime +1 +1)) "Captured Specialist - Nationality" - can be settled as a lesser version of the specialist in a city. Settled Slaves are converted to Settled Citizens (2 for 1) when yow switch from slavery. When you whip population Settled Slaves go first then Settled Citizens then your population. Other tings to think about - prisoner exchange at end of war - prisoner of war camps - Geneva Convention(s) on warfare - terrorists and partizans more here Old stuff:- Spoiler : Up until now we have not been able to tell when a nation changes civic, in particular when it changes to or from the slavery civic. This has hampered and given a "not quite right" feel to the slave unit we have and how it is used. Currently, if you win a battle when you have the slavery civic active you may get a slave by enslaving the conquered unit. The slave can be turned into a one use fighting unit settled as a specialist citizen in a city speed the construction of building However they stay around after you change from the slavery civic. What if on changing from slavery you were presented with options for any remaining slaves? Eg free all slaves - gives extra happiness all cities - citizen specialists become population convert them to workers - two slaves become one worker - two specialist citizens become one population return them to the nation you took them from - much better relationship That leads on to Hostages, Prisoners of War and other concepts and features from the White Lies - Black Ops mod.