Dancing Hoskuld
Deity
While I was adding in the Specialists for disease control, already there just not activated, and Crime Prevention, I needed to revisit the code for ending slavery. I did find a bug but not the one TB suggested.
When you end slavery all the settled slaves are put into a two pools one which are converted into population, immigrants and freed slaves and the other where the specialist is converted into a special unit.
You should never get more than 2 freed slaves in any one city as each 3 in the first pool is either converted into a population in the city (up to city size 7) or an immigrant. (I am thinking of changing this so that instead of three Immigrants you get a Settler.)
Production and now Commerce slaves are converted into Caravans; Food slaves into Food Caravans; Entertain and now Tutor slaves are turned into Entertainers; Health and the new Sanitation slaves are turned into Healers; Crime Prevention slaves are turned into Crime Prevention units.
I am disabling the Military slaves as they don't work the way I wanted and are just the same as Production slaves currently.
The new Sanitation slave will provide a small amount of disease and pollution prevention. It requires Sanitation and a Sewer System.
The new Crime Prevention slave will provide a small amount of crime prevention and require the same buildings as the Crime Prevention units.
Still to do is to figure out which unit in the line the unit should be converted to. It will be the one before the one you can build so that you need to spend some money to get them "up to form" so to speak. At the moment you still only get the first in the line.
When you end slavery all the settled slaves are put into a two pools one which are converted into population, immigrants and freed slaves and the other where the specialist is converted into a special unit.
You should never get more than 2 freed slaves in any one city as each 3 in the first pool is either converted into a population in the city (up to city size 7) or an immigrant. (I am thinking of changing this so that instead of three Immigrants you get a Settler.)
Production and now Commerce slaves are converted into Caravans; Food slaves into Food Caravans; Entertain and now Tutor slaves are turned into Entertainers; Health and the new Sanitation slaves are turned into Healers; Crime Prevention slaves are turned into Crime Prevention units.
I am disabling the Military slaves as they don't work the way I wanted and are just the same as Production slaves currently.
The new Sanitation slave will provide a small amount of disease and pollution prevention. It requires Sanitation and a Sewer System.
The new Crime Prevention slave will provide a small amount of crime prevention and require the same buildings as the Crime Prevention units.
Still to do is to figure out which unit in the line the unit should be converted to. It will be the one before the one you can build so that you need to spend some money to get them "up to form" so to speak. At the moment you still only get the first in the line.