Suggestion to Captive Workers.

Used to go to war just to "generate" slaves, but then at some point slavery prevented building factory buildings so I stopped using them for anything else except to speed up building wonders. I would really like to see an option where you could have active slavery, AND to be able to build factories etc. After playing the game "your way", as in being German Jewish Communistic Empire, which is super religious and practices active cannabilism, is "FUN":D:D:D.
You can build factories with slavery being active since last two years.
 
You can build factories with slavery being active since last two years.
Say WHAAAT!! I guess I just stopped using slaves since I always assumed that I wouldn't able use factories, and even if did ditch slavery I would take a huge production hit. I find the slavery mechanism one of the best features of the mod since, to me at least, it makes war worth while when you can make the slaves join the city as specialists. And after you research certain tech, don't quite remember which, you can even makes slaves join your city as "doctors" thus negating the negative aspect of the "worker slaves"(unhealthyness).
 
Cannibalism could use a buff as it is right now. The food from eating people isn't that much more then just settling the captives in the city.

Since the cannibalism worldview is meant to represent "ritual cannibalism" I suggest it gives a benefit based on such beliefs. For instance ritual cannibalism has been perpetuated by many cultures as a way to absorb the power of their defeated enemies and a tool of terror to bring about fear. Therefore cannibalism should give a modifier for a few turns that adds extra war weariness to any enemies you are at war and give an xp reward to military units in the city the captive was eaten.
 
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