raystuttgart
Civ4Col Modder
Well a Slave that becomes free, is not a Slave anymore and thus of course also not counted as a Slave anymore.Maybe it would make sense to "free" slaves and native slaves if the player wants to (e.g. by pressing the button the units just would dissapear with a message, that the unit is free now).
(But that of course does not happen by a button. That happens over time by "LbD Free" feature.)
That is perfectly ok for me, considering gameplay.
(And the way it works currently.)
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Just (technically) "killing" the Slave with a reward of any way (e.g. Gold if we reinterpret as "selling the slave") feels strange to me.
(Why should you then even acquire them?)
I really do not think that is a good idea.
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Transforming a "Slave Unit" to a "Free Unit" with a button for gold feels strange to me as well, if it is not connected to e.g. a "Civic".
(Which implies some strategic decision because by choosing that Civic you would most likely not be able to choose another one.)
Without a strategic decison it would make Slavery pointless (and if we are not careful overpowered) - because you could just buy them cheap and release them with the Button ...
I really do not think that is a good idea either.
That would not work - Happiness / Unhappiness are not "stored" like e.g. Health (which can be built up or decreased over time).Player could receive a happiness bonus when he frees a slave?
Happiness / Unhappiness always reflect the current situation. (It is always recalculated every turn.)
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Summary:
I would really prefer first to use these balancing mechanisms:
(They are easy and simple and do not risk damaging other features e.g. Civics and does not cause gameplay inconsistencies.)
... adjust the trait of the Spanish Civilization to reduce their Unhappiness from Slaves.
... adjust the min times for Slaves becoming free.
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