I’ll try to break down the idea I just got this morning and try to put forward a few arguments for it.
Hope, people like it.
1. Slavery is the treatment of other people as property. How can that be modelled in civ?
Now I’m thinking along the lines of making it a way to turn food>people>money, similar to the way you can build wealth to turn production>money. And a way to have lots of repressed productive specialists in many cities.
2.How does it add strategic depth?
Strategically it would widen the possibilities of a pop rush, since that only gives you people>production. It would also add a flavour to diplomacy and international trade. It would encourage bigger cities and make specialists worth even outside the specialised GP farm city. Slaver ala CTP would make a comeback.
3a. How it could/would work? (part one)
You are running slaver. You can pop rush your citizens, since you have complete control over their lives. I’m not taking that away from you. (How could I? ).
Next to the “Buy” and the “Pop rush” button, you will have a little “enslave” button, it well enslaves one citizen. Poor bugger. Your other citizens will be a bit unhappy (about half the amount and for half as long, if one citizen was killed in a pop rush).
He’s not happy either. He’s a slave dammit. He has a +1 unhappiness “You have taken my freedom!” modifier for 20/40 turns.
3b. How it could/would work? (part two)
But here the good news starts, he produces no unhealthines, he doesn’t count towards the “This city is overcrowded” modifier. You just got a free worker, he just eats food, but other than that he is in no way a burden.
He can work the fields or in the mines or you can even educate him and make him a specialist (think a Greek teacher in Roman times). You have a counter that tells you how many slaves you have, it could be next to the settled GP indicators.
Slaves are mobile. You know the citizen specialist bar? You would have a slave bar; if you press + an icon is added and a slave unit is generated. Any slave unit in a city will show at this bar so you can quickly “settle” them (by pressing, logically, -).
A slave can be sold, the mechanic is similar to a great merchant, you take a slave unit to any of your own or your friends cities, press sell. And you would get around 80-200 gold (determined by the same algorithm that controls GM, only toned down gold-wise).
The other useful thing is that when you pop-rush you first use up slaves. You’re other citizens are ok with that. The slaves are unhappy, but they have a unhappiness cap : It’s logical how much of a fuss can a slave make without openly rebelling?
Slave units also, need support, can be captured and can work like… well… workers, just 50% slower.
Hope, people like it.
1. Slavery is the treatment of other people as property. How can that be modelled in civ?
Now I’m thinking along the lines of making it a way to turn food>people>money, similar to the way you can build wealth to turn production>money. And a way to have lots of repressed productive specialists in many cities.
2.How does it add strategic depth?
Strategically it would widen the possibilities of a pop rush, since that only gives you people>production. It would also add a flavour to diplomacy and international trade. It would encourage bigger cities and make specialists worth even outside the specialised GP farm city. Slaver ala CTP would make a comeback.
3a. How it could/would work? (part one)
You are running slaver. You can pop rush your citizens, since you have complete control over their lives. I’m not taking that away from you. (How could I? ).
Next to the “Buy” and the “Pop rush” button, you will have a little “enslave” button, it well enslaves one citizen. Poor bugger. Your other citizens will be a bit unhappy (about half the amount and for half as long, if one citizen was killed in a pop rush).
He’s not happy either. He’s a slave dammit. He has a +1 unhappiness “You have taken my freedom!” modifier for 20/40 turns.
3b. How it could/would work? (part two)
But here the good news starts, he produces no unhealthines, he doesn’t count towards the “This city is overcrowded” modifier. You just got a free worker, he just eats food, but other than that he is in no way a burden.
He can work the fields or in the mines or you can even educate him and make him a specialist (think a Greek teacher in Roman times). You have a counter that tells you how many slaves you have, it could be next to the settled GP indicators.
Slaves are mobile. You know the citizen specialist bar? You would have a slave bar; if you press + an icon is added and a slave unit is generated. Any slave unit in a city will show at this bar so you can quickly “settle” them (by pressing, logically, -).
A slave can be sold, the mechanic is similar to a great merchant, you take a slave unit to any of your own or your friends cities, press sell. And you would get around 80-200 gold (determined by the same algorithm that controls GM, only toned down gold-wise).
The other useful thing is that when you pop-rush you first use up slaves. You’re other citizens are ok with that. The slaves are unhappy, but they have a unhappiness cap : It’s logical how much of a fuss can a slave make without openly rebelling?
Slave units also, need support, can be captured and can work like… well… workers, just 50% slower.
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