Dancing Hoskuld
Deity
I was about to put it on the SVN. I have tested that it does not fail. I can't figure out how to test that it succeeds in putting HN on units if the attacker is HN
Setup a mercenary group attacking a bunch of warriors of an opponent civ.
I have asked a number of times how to do that. No one has enlightened me.
Not with ease. You'd need a whole new exception tag for buildings to tell the AI, even though it's the best thing you could possibly do, don't do it. The problem is that if you do that, then the AI players won't. Automation almost always is just telling the game to play as the AI would for whatever you've automated. So that deepens the effort and given the plans and emergencies we constantly face in developing this mod, it would be such low priority that I don't think I could say it's likely it would ever get included.Capture - Civilians often build Worldview - Slavery when I automate them. Can you add a way to make all worldview building not buildable with Automation?
We were working on something like this but got side tracked and it would probably be a while before we could get back to it due to all the bugs to solve and plans to complete first.When I use the "Turn On Citizen Automation", game nearly always put all Specialist as Slave. Can we have an Emphasis button about limiting Disease and/or Crime? (just like the one limiting growth). With this, a slave specialist will be add only if crime/disease is negative ; and Doctor and investigator specialists will sometimes be used
Up to DH.Can we have some more Slave coumpound? Like a Slave coumpound (Depollution), Slave coumpound (Education) or Slave Coumpound (Order). And some late game building about slavery, like Megatower - Slave Level (replace all Slave coumpound, act like all slave coumpound together with more bonus)
I think it could be programmed to. And it would probably be a good idea.Can Settled Slave (Tutor) give some Education?
The specialists that represent population being assigned to work as that type of specialist are given a little extra crime and disease because of their downtrodden profession. The ones that are 'free' specialists and were once captives that were dedicated to slavery in the city are also making up for the fact that they add a proxy amount more population to the city which free specialists generally don't usually equate to. Usually those free specialists, like those that were once great people, are more of a 'city tradition' inspired by the original great person and aren't really added population that isn't counted towards the pop # total of the city.Why Slaves give so much crime and disease? Far more than other slaves specialists
An excellent mathematical point. @DH! Take note! I believe he's absolutely correct.Slave Commerce/Rroduction/Food give +10 in their speciality. They should give +8 (base -2, bonus +10)
Why? They aren't animals... they can become slaves as it is and does that not sorta fill in the role?Can we have an Enclosure - Neanderthal? Myth - neanderthal. Story - neanderthal?
The specialists that represent population being assigned to work as that type of specialist are given a little extra crime and disease because of their downtrodden profession. The ones that are 'free' specialists and were once captives that were dedicated to slavery in the city are also making up for the fact that they add a proxy amount more population to the city which free specialists generally don't usually equate to. Usually those free specialists, like those that were once great people, are more of a 'city tradition' inspired by the original great person and aren't really added population that isn't counted towards the pop # total of the city.
[/quot]
The problem is that specialists are not only free specialists. In my new game (ancien era), AI use my population as slaves rather than use them on a plot. And in a big city or a desert city, it's a normal thing to do. These population cost a lot of crime and disease.
Why? They aren't animals... they can become slaves as it is and does that not sorta fill in the role?
https://en.wikipedia.org/wiki/Human_zoo
Even without slavery, there was human zoo.
They do because slave lifestyles add more crime and disease. It's by design as a penalty to slavery to help balance it out. This actually does work imo because different players have different opinions on this - my wife hates the penalties and doesn't care about the benefits as much and I love the benefits and figure I can work with the penalties. And I've seen others argue in similar ways here since slavery was introduced. This means personality guides the decision and that tends to happen when the subconscious evaluates it to be somewhat equal but leans towards the perceived preference. aka you're SUPPOSED to not want it as much as you want it.The problem is that specialists are not only free specialists. In my new game (ancien era), AI use my population as slaves rather than use them on a plot. And in a big city or a desert city, it's a normal thing to do. These population cost a lot of crime and disease.The specialists that represent population being assigned to work as that type of specialist are given a little extra crime and disease because of their downtrodden profession. The ones that are 'free' specialists and were once captives that were dedicated to slavery in the city are also making up for the fact that they add a proxy amount more population to the city which free specialists generally don't usually equate to. Usually those free specialists, like those that were once great people, are more of a 'city tradition' inspired by the original great person and aren't really added population that isn't counted towards the pop # total of the city.
This is probably true. Add that note to the bug thread if you will so it becomes part of the items to address list.As far as I know the AI still does not see the crime and disease of specialists as a downside. In fact I am not sure it takes any of the extensions made here and in other mods to specialists into account. That means changes to health and happiness as well as the properties.
Some remarks
- Can we have some more Slave coumpound? Like a Slave coumpound (Depollution), Slave coumpound (Education) or Slave Coumpound (Order). And some late game building about slavery, like Megatower - Slave Level (replace all Slave coumpound, act like all slave coumpound together with more bonus)
- Can Settled Slave (Tutor) give some Education?
- Slave Commerce/Rroduction/Food give +10 in their speciality. They should give +8 (base -2, bonus +10)
Might work. What buildings exactly?Thinking on it further perhaps you should not be able to build some of those buildings if you are running slavery. Much easier to implement.