Slaves, Hostages and Prisoners of War

Cool you guys are working on this already!

But is there a possibility to also have all other Hidden AI City Gov to be disabled, for example as I pointed out the automatic reassignments of worked tiles if city is unhappy to shift food to production tiles?
I really dont want that either, can't it be blocked for human controlled cities in the code if an game option is checked?
 
Cool you guys are working on this already!

But is there a possibility to also have all other Hidden AI City Gov to be disabled, for example as I pointed out the automatic reassignments of worked tiles if city is unhappy to shift food to production tiles?
I really dont want that either, can't it be blocked for human controlled cities in the code if an game option is checked?

I'd like that too. Not very familiar with the code responsible for deciding to move specialists around for human players, so it's not at the top of my list if anyone else feels like taking a look...(else I will eventually, but probably not terribly soon)
 
What I proposed in the mean time was having the World View Slavery allow for 2 slaves per city rather than 6. It doesn't really solve the problem, but it's less annoying. I also proposed changing the slaves from +1:food: to -1:food:
 
At the moment, your suggestions are going towards a headless source as DH states he won't be working on this for a while. I don't think they should be so limited in assignment - that's really not the way to solve this situation is it? I suppose from a no-coding perspective it seems to patch things up but it breaks the intent of the mod. I somewhat agree with the - :food: and made my point on that myself. But he's got an ideal to split up slaves into more types and I'm looking forward to the day when he not only makes that possible but makes it a reality.

I've also just discovered leaves no use for the Freed Slave units aside from upgrading them all to workers... :( Maybe a tech unlocks more than that? I dunno...
 
Why can't slave specialists be allowed in dribs and drabs by buildings, like NORMAL specialists? ;)

On the (thread's other) topic of hostages (and stretching it a bit admittedly:mischief:), I keep capturing workers (ambushers are decent explorers:crazyeye:) deep behind enemy lines. This civ I will apparently never have Open Borders with and there doesn't look like there's any way of getting these workers home without it. I even have a Scout out there in the same predicament. Declaring war won't help as they are too far away to rescue safely. I will have to delete these units (have deleted a few already) if I do DoW or they will be captured back.

This is in the mid-Classical. Is there anything I can do? :sad:
 
Why can't slave specialists be allowed in dribs and drabs by buildings, like NORMAL specialists? ;)

On the (thread's other) topic of hostages (and stretching it a bit admittedly:mischief:), I keep capturing workers (ambushers are decent explorers:crazyeye:) deep behind enemy lines. This civ I will apparently never have Open Borders with and there doesn't look like there's any way of getting these workers home without it. I even have a Scout out there in the same predicament. Declaring war won't help as they are too far away to rescue safely. I will have to delete these units (have deleted a few already) if I do DoW or they will be captured back.

This is in the mid-Classical. Is there anything I can do? :sad:

How did they do it in "reality?"
 
How did they do it in "reality?"

I don't know. If it was ever done successfully, their success must have been in part down to the fact they didn't tell anyone how! ;)

If they were animals, we could butcher them for food... How about that? Then again, in game terms, the animals teleport home already anyway.

I think some concession to game mechanics might be necessary here (as in most places).
How about non-combat units stacked with an HN-invisible are also HN and invisible? I think that's quite a good idea (and quite 'realistic'! :p).
 
That situation would again benefit from such units as ambushers and so on having a carrying capacity for captives.

The AI is the only holdup there really... perhaps I can work something out. I'll give it some thought in a few weeks.
 
What I proposed in the mean time was having the World View Slavery allow for 2 slaves per city rather than 6. It doesn't really solve the problem, but it's less annoying. I also proposed changing the slaves from +1:food: to -1:food:

Why do you think that slaves eat more than normal population? -1:food: means that they are eating the 3:food: as population plus one more. Or are you talking about settled slaves which are not population?

There are only two slavery buildings therefor the 13-14 population as specialists needs to be shared between these two buildings for balance with the other population specialists. Add more buildings and the number can be spread out over each building.
 
Why do you think that slaves eat more than normal population? -1:food: means that they are eating the 3:food: as population plus one more. Or are you talking about settled slaves which are not population?

There are only two slavery buildings therefor the 13-14 population as specialists needs to be shared between these two buildings for balance with the other population specialists. Add more buildings and the number can be spread out over each building.

Good and rational points.
 
That situation would again benefit from such units as ambushers and so on having a carrying capacity for captives.

The AI is the only holdup there really... perhaps I can work something out. I'll give it some thought in a few weeks.

I still think that hidden units should not be able at all to make captives. This is not realistic (they would not remain hidden if they did so) and I don´t think this is good for gameplay either. Adding a lot of micromanagement. They can kill, that´s alright but they shouldn´t make captives. I definitively am not happy seeing that your team resources are used for this (including AI optimisation).
 
You don't see rogue types as being bounty hunters and enslavers? Would not people just be another resource to steal to such types of entities?

Bound, gagged, tied together with chains and led out of the enemy's lands staying to the wilderness to avoid detection as they are led by a master of such a craft? That doesn't seem evocative to you?
 
Yesterday I read about the capture and load idea and although I didn't post it, I was having the same impression like Snofru.

First of all, detection is critical - leading hundreds of people through enemy lands won't be undetected. They would have to feed of the lands to survive the long (death) marches.
Hundreds of peoples also leave traces like their excrements or trampled paths that can be followed. While hidden units consist of only a few, highly trained men, with know-how to cover their traces or even avoid them, the prisoners can't (and probably would sabotage that as they want to go home and be detected & freed.

Yes, the capturers could always try to go into the wilderness and avoid contact but as long as they are inside enemy cultural territory they shall be seen.

By the way is there a way to avoid autoteleport of animals? I really liked them to escort home feels much more realistic than autoteleport over the half of the world in one turn...I know the AI isnt so good in escorting but hey they can do it with captives so why not with animals? Game Option, please! :)
 
By the way is there a way to avoid autoteleport of animals? I really liked them to escort home feels much more realistic than autoteleport over the half of the world in one turn...I know the AI isnt so good in escorting but hey they can do it with captives so why not with animals? Game Option, please! :)

I am sure I put instructions in the pedi under concept subdued animals on how to turn the teleport option on/off. You can even have it on/off by land/sea. Tales always teleport because it is not the animal but stories about the animal.

edit it is in the first post of the subdue animals thread. if it is not in the pedia.
 
You don't see rogue types as being bounty hunters and enslavers?

Yes, I do. But I also don´t see them being loyal followers of their home country like regular troops. They will enjoy plundering and enslaving for themselves but I can´t see them risking their own lives by escorting slaves back home and handing them over to the government. I even think their plundering of improvements shouldn´t give money to the home country but I can live with it.
 
I'm not sure but I think you can sell slaves in foreign cities. You probably need at least a right of passage agreement with the nation to do so.
 
Yes, I do. But I also don´t see them being loyal followers of their home country like regular troops. They will enjoy plundering and enslaving for themselves but I can´t see them risking their own lives by escorting slaves back home and handing them over to the government. I even think their plundering of improvements shouldn´t give money to the home country but I can live with it.
The criminal buildings and units that are chosen to be built and trained are state funded operations and are loyal to the state. They create crime wherever they are as not all who are part of the organization are privy to understand their relationship to the state and thus become their own independent forces, sure, but all those you command should be considered acting on behalf of the will of their leader - you! Perhaps they were criminals that were caught and given a stay of execution by being given the option of an enlistment, or they may just be spies, but in general, those at the heads of the Bandit/Assassin guilds serve the state itself in this structure.

I WAS suggesting to have the major crime buildings become crime dependent auto-builds (that don't go away until the inverse level of crime has been achieved in the city) so that:
a) these buildings CAN be perceived as private operations outside the state's full control - though the units they enable would be the result of secret enlistment or spy infiltration into the criminal network for the sake of training and skill development.

and

b) there becomes a hugely positive factor in allowing some levels of crime to erode your economy - the added XP and Unit access those buildings provide.

It's the second point there that messes with the current AI structure on how AI's are given to view the necessity to control crime that also becomes the detriment to going about it this way. Ah well :(

So I'm left to see such buildings and units as purely state driven entities, even though the people may not believe so. I'm quite certain the CIA can be said to have purposefully developed criminal networks within the US for their own purposes... it's pretty much just like that. It has a lot of potential backlash but the harnessing of criminal minds can really pay off for state agendas.

@DrJ: You make a point about the volume of people, but I don't see one captive as being all that many individuals that they can't be kept hidden effectively by a skilled captor. And that's where I'd suggest their 'capacity' begins, from where they may develop further carrying capacity so they may develop greater skill in such human smuggling. Perhaps its all part of the criminal networks they are engaging and influencing in the enemy lands that has a lot to do with that. Recall the slave 'underground railroad' from the south to the north just before the civil war? It was just a network of holding places where the smuggling out of slaves was taking place in careful stages.
 
On the (thread's other) topic of hostages (and stretching it a bit admittedly:mischief:), I keep capturing workers (ambushers are decent explorers:crazyeye:) deep behind enemy lines. This civ I will apparently never have Open Borders with and there doesn't look like there's any way of getting these workers home without it. I even have a Scout out there in the same predicament. Declaring war won't help as they are too far away to rescue safely. I will have to delete these units (have deleted a few already) if I do DoW or they will be captured back.

This is in the mid-Classical. Is there anything I can do? :sad:

You may have thought of this already, and/or it may not be possible, but: Send a boat with cargo capacity.


As to escorting captives through non-friendly territory, perhaps their maintenance costs should double or triple to simulate bribes to foreign officials (to let them pass and look the other way) and otherwise using up more resources than a normal unit would.
 
You may have thought of this already, and/or it may not be possible, but: Send a boat with cargo capacity.

Are there any boats that will carry workers and that can travel through enemy waters without Open Borders? I don't believe so.

For the Scout, there is no water tile in neutral territory. I think I tried this in my v27 game, and boarding the Caravel (which I won't have for a long time yet anyway) was considered an act of war, because it was in their territory.

I could have waited for that neutral island to disappear altogether, but my units could then have been transported to a bigger island that would never get flooded with culture. Anyway I didn't, so RIP that 7th-level Scout...:cry:
 
As to escorting captives through non-friendly territory, perhaps their maintenance costs should double or triple to simulate bribes to foreign officials (to let them pass and look the other way) and otherwise using up more resources than a normal unit would.
Could be an interesting mechanic... would take some direct programming to handle that. When I consider the AI on that project I can take a look at this too.


Ok, so,
@ALL:
I've been thinking deeply on the subject of Slavery in general. Many of us are frustrated with the slave mechanic (but don't get me wrong, its way more advanced and improved over the old one!)

The frustration mainly amounts to the specialist assignment mechanism not playing well with a specialist type that has such a strong positive but also some rather powerful negatives. Seeing the positives in a stronger light than the negatives, the system is all too willing to automatically override the player's better judgement round after round, resetting previous specialist assignments to stock up on slaves that do produce a lot but also overwhelm the city in crime, disease, unhappiness and unhealth.

Ok, so there's some modders on the team with some good plans and ideas on what needs to be done to the specialist panel and the 'ai' from which the player cannot escape. Both of those things are probably important on a level beyond just resolving this issue and yes, they could create a solution to these frustrations.

But in our discussions, someone mentioned something that really struck me... slaves are pretty much a caste. A population of people don't just go into and out of slavery willy nilly. Once a slave, most of the time a slave spends the rest of his or her life that way. Once freed, they rarely ever return to slavery. Usually the situations that lead a person into slavery are fairly extreme in the first place. It is not very immerse into a slave mechanic to make the transition from citizen to slave and back so liquid in our cities.

Some have suggested limiting the amount of slaves to keep cities in line but the counter argument still stands pretty strong - cities of the Ancient and Classical ages had more slaves than free men, and Most citizens of the Medieval eras were Peasants which does not differ greatly from slavery. MOST human beings if you take stock of all history have been slaves. So drastically limiting them doesn't really fit a good model of Earth history.

Another problem we have currently is that when slavery is removed as a worldview, we get a LOT of collected slaves becoming 'Freed Slave' units that have no current ability to offer the nation outside of major support expense/ being upgradeable into worker units. They sadly end up being a big waste to the economy at the moment... offering regret to the one who would liberate them. Admittedly I assume that DH had some further work to do for them to give them more utility. Perhaps some of these ideas could help. Although I think its mostly the military captives that become the settled slaves that are then released to be these free slaves but perhaps some of these concepts can help nevertheless.

I have come up with some ideas that could provide us with a solution to all of this. A somewhat different approach. DH was saying he wanted to implement more slave types but as usual we're still up against the citizen panel limitations (for now.) And he's out for a bit and was wanting to hand this project off anyhow. So here's my proposed vision in mod steps:

  1. Remove the Slave assignable specialist type.

  2. Make upgradeable series of buildings that only captives (under slavery worldview) can auto-build.

  3. Design a number of slave types for the 'free specialist' section. These would include Mining Slaves, Farm Slaves, Plantation Slaves, Servant Slaves, Cleanup Slaves etc... Each has its own strengths but they all primarily share the same sort of penalties generically. Keep the balance points pretty similar to the way they are now. We also keep the generic settled slave for the military slaves to become. I think those are well balanced to their 'psuedo 1/3rd population' consideration.

  4. Each time one of the aforementioned buildings is built by a slave, a few things happen:
    • The building adds one population to the city (one shot non-removable.)
    • The building brings with it very minor benefits and penalties associated with the 'housing' of the slaves.
    • The building immediately 'employs' the population it just added.
    • The building gives a free slave of the above mentioned slave types.
    • Then when Slavery is no longer a worldview, these buildings go obsolete, leaving the population they added free to be reassigned to other tasks.
  5. These buildings should have prereqs based on map vicinities and other buildings in the city. Some examples:
    • Mining Slave Camp 1: Requires 1 Mine in the city radius.
    • Mining Slave Camp 2: Requires Mining Slave Camp 1 and 2 Mines in the city radius.
    • Mining Slave Camp 3: Requires Mining Slave Camp 2 and 3 Mines in the city radius.

    • Obviously, the Farming Slave buildings and such of the like would follow similar patterns.

    • City Cleanup Slave Compound 1: Would be available after the initial Slave Market - offers a slave that brings improvements to unhealth, disease, water pollution.

    • Gladiator Slaves 1: Requires Arena or Fighting Pit - The slave from this offers new units an xp, the building itself perhaps offers access to a new Gladiator unit type that a Military Slave can be upgraded to if in this city. The slave brings +1 :Happy:.

    • More ideas would be welcome as we could build some extensive building chains and slave types here.

The real benefits here is that slaves introduced into the city as slaves stay slaves until slavery is released. At which point they become the population they added and subsequently employed until the building went obsolete. This takes them out of the sphere of assignable specialist and into something a bit more meaningful. Also, we don't have a limit to the # of definable 'settled type specialists'. Our current coding I believe can account for all of this so it becomes purely xml with a touch of graphics and adding the new autobuild options to the captives.


Any opinions?
 
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