Slaving and Pirates

Mgoering

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May 14, 2004
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It has come to me in replying to somebody.

Slaving is something you could do in Civ2 CTP. I know you can do it in Civ3 by capturing another civ's worker, but it does constitute a war decleration. The principle in CTP would be nice to take back.

You have to build a non-combat unit; go next to a city or a worker; you capture a worker or a citizen and you have a slave unit, like in Civ3 when capturing a worker. Then, you do what you want with it. I'm not so sure that it is the case in Civ3, but if you incorporate a slave into the city, that worker should produce twice as much as the others, but will be an always unhappy citizen. Of course it should have a different design.

Having slaves, you should be able to free him. Doind this, the slave will choose between staying with you (transforming into a stranger satisfied citizen) or returning to its original civ (and so transform into that civ's worker). That would depend on your city's and civ's happiness and culture. If it doesn't choose to stay well ... it is another civ's worker in your territory ...

As slaves are ... well ... slaves, you should be able to sell, buy or exchange them to another civ or the Pirates (who can naturaly slave). If you do, you can choose which slave you want to sell (from x city). When concluded, the civ you sold to, will apreciate you more. If you sell or give, inadvertently or not, a slave to its original civ, that slave will simply be freed. By doing this, that civ will apreciate you more and not declare war on you for the next 5 turns at least (depending on the civ caracteristics).

Then, there should be a wonder called "Liberty Act" or something like this. It can be build by any civ, having slaves or not. Built, that civ's slaves will be automaticly freed. The other civs will have this question asked : "Do you want to definitively renounce to slaving ?".

By answering YES, you definitively will not be able to build slavers and of course, slave. All your slaves will be automaticly freed. Your relations with the civs that answered YES, will be greatly better and the inverse for those who said NO.
By answering NO, you will still be able to build slavers and of yourse, slave. However, slaving will become a war declaration moove. Your relations with the civs that answered NO, will be greatly better and the inverse for those who said YES. In this order, every turn which finishes having slaves highers the chances that a non-slaves civ declare war on you and that a slaving-civ becomes your ally. If you answered NO, you would still be able to say YES afterwards, with all the effects it includes.

The civ that built this wonder would not be able to refuse to declare war on a slaving-civ if asked by another non-slaves civ. In words, that civ becomes the embassador and first soldier of Human Rights.

______________

Pirates

For the Pirates, you can build, with a worker, one (per island and continent) special marketplace on your coasts. This market place will anable you to commerce with them. You will still be able to destroy it if you want. The Liberty Act or answering YES, will automaticly destroy it.

Those markets shall have an operating range of 12 tiles. Within this 12 tiles circle, the Pirates are unable to pirate you. In the orther sense, you can use anything (slaves, ressources, luxury, gold, wood, fish, units, aso) which is in that circle to trade with them.


What do you think about those two concepts ?
 
Then, there should be a wonder called "Liberty Act" or something like this. It can be build by any civ, having slaves or not. Built, that civ's slaves will be automaticly freed. The other civs will have this question asked : "Do you want to definitively renounce to slaving ?".
It is an interesting concept and reality based...How will you avoid a uniform answer by the AI: what will determine their Yes or No vote?
civ traits?
government?
being at peace or war at the time?
For the second concept that of the pirates:how will they use the resources you trade with them if they are not a civ?
 
Would you include POWs (operators of the units that have been destroyed) to this Liberty Act if they were added? Or would they be returned to their homeland at the end of the conflict (or could they have the option if they liked where they were at) or could it be a bargain point for diplomacy.
 
Great ideas. POW's should be a bargain tool for diplomacy, but keeping them will affect attitude definately.

For pirates, maybe you can give them some civ abilities like trading, but I find that it is difficult enough navigating trades with the number of civs in the game now, without having to worry about trading with pirates or barbarians.
 
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