Slavery could be a much more complicated and involving system in Civ, but it is, unfortunately, quite simplistic. Anybody else think so? I've made some notes on how I think the concept of slavery can be modified for the better... in short, cities with slave labour have production benefits, slaves only eat half that of a free citizen, etc. What do you think?
-- Azaelus
SLAVERY
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* Units with the "Enslave" ability have a 1/3 chance of producing slave workers when you defeat an enemy unit. Existing units with the slaving ability: Mayan Javelin Thrower, English Man o'War, Privateer. New units with slaving ability: Aztec Jaguar Warrior, and a brand new unit, the Slaver (which requires a new tech, Enslavement).
- Naval slaving units turn defeated ships into slave workers, which automatically appear as transported units in the ship's hold. If a ship is at maximum carrying capacity, it is unable to capture slaves.
- The Slaver unit has hidden nationality, and has a unique "Slave Raid" ability when attacking cities - it will steal one unit of population and turn them into a Slave Worker. This is prevented by a strong military presence in the target city, or city walls.
* Slave workers complete tile improvements 50% faster than regular workers, and act in all regards the same as any foreign national worker, except:
- Slave workers can only join a city if that city has the Labour Camp improvement (req. Enslavement, free upkeep if govt=fascist) necessary to contain them. The extra population unit in the city is then a "slave citizen" (i.e. citizens are classified as 1 of 4 categories - happy/content/unhappy/slave), which has specific advantages and disadvantages over regular citizens:
- Only eat half the food of a regular citizen (i.e. slaves eat 1 food/turn, therefore a city can support 2 slaves for the same "price" as 1 regular citizen.)
- Produce +1 shield in any square they work in which already produces 1.
- May not become specialists - they can be used for manual labour only.
- Slave population units do not count towards the size of the city in terms of unhappiness due to overcrowding. (Slaves are kept out of sight and out of mind of the free citizens.)
- Slaves have no mood, and so are unaffected by the presence of temples, entertainers, etc. As above, they have no affect whatsoever on the happiness of the free citizens.
- Slave population units can be used to exceed the city limits of 6 and 12, as there is no concern for their living conditions.
- Slaves retain their foreign nationality, and can never be assimilated.
- Owning slaves is a valid pretense for the appropriate civilization to declare war on you.
- The city requires 1 military unit per slave, or there is a chance of slave revolt.
- Slaves may revolt if the city ever falls into civil disorder or anarchy.
- Democracies may not keep slaves. Once Democracy is researched, you are given the option to "declare emancipation", whereby all slaves are immediately turned into happy foreign national citizens (in time, they will be assimilated into the normal city population) - the consequence of this is that you lose the slave production benefits, etc. You may only change to a democratic government AFTER emancipation has been declared, and foreign powers will look down upon any civilization which has not done so.
- Slave revolt: the labour camp is destroyed, a unit of "normal" population is slaughtered, and a hostile unit (a conscript swordsman/medieval infantry/guerilla) appears in the city radius, one per slave.
* Slavery through time.
- Slavery starts early on in ancient times, with both the Slaver unit and the Labour Camp improvement requiring a new tech, Enslavement. Enslavement prerequisites are Masonry and Warrior Code, and it is an optional tech.
- Generally, slavery disappears as you progress towards modern times, but the ancient and middle ages have plenty of opportunity to use slaves. Historically, it is still in action today, albeit in a relatively small amount of nations. The benefits of slavery are quite vast, if you have the military capability to back them up. It is an optional aspect of the game, though - the appropriate technologies relating to it are optional, after all.
- The technology that spells the downfall of slavery is Democracy. Once it is researched, the "Declare emancipation" option appears on the F1 screen. Once you declare it:
- All slaves are immediately turned into happy foreign national citizens (in time, they will be assimilated into the normal city population).
- All slavers are immediately disbanded, and cannot be rebuilt.
- All labour camps are sold off, and cannot be rebuilt.
- All existing units with the "Enslave" ability lose it.
- Naturally, you don't have to declare emancipation, but you cannot change government to a democracy unless you have done so. Any nation that has declared emancipation will look down upon any who haven't. It is not possible to build the United Nations if you have not declared emancipation.
- There is a 10pt culture bonus in all once slave-keeping cities for the first civilization to declare emancipation.
- Researching Democracy also gives you an anti-slavery unit, the Abolitionist. Not everybody wants to give up the benefits of a healthy slave-based economy, after all.
-- Azaelus
SLAVERY
*******
* Units with the "Enslave" ability have a 1/3 chance of producing slave workers when you defeat an enemy unit. Existing units with the slaving ability: Mayan Javelin Thrower, English Man o'War, Privateer. New units with slaving ability: Aztec Jaguar Warrior, and a brand new unit, the Slaver (which requires a new tech, Enslavement).
- Naval slaving units turn defeated ships into slave workers, which automatically appear as transported units in the ship's hold. If a ship is at maximum carrying capacity, it is unable to capture slaves.
- The Slaver unit has hidden nationality, and has a unique "Slave Raid" ability when attacking cities - it will steal one unit of population and turn them into a Slave Worker. This is prevented by a strong military presence in the target city, or city walls.
* Slave workers complete tile improvements 50% faster than regular workers, and act in all regards the same as any foreign national worker, except:
- Slave workers can only join a city if that city has the Labour Camp improvement (req. Enslavement, free upkeep if govt=fascist) necessary to contain them. The extra population unit in the city is then a "slave citizen" (i.e. citizens are classified as 1 of 4 categories - happy/content/unhappy/slave), which has specific advantages and disadvantages over regular citizens:
- Only eat half the food of a regular citizen (i.e. slaves eat 1 food/turn, therefore a city can support 2 slaves for the same "price" as 1 regular citizen.)
- Produce +1 shield in any square they work in which already produces 1.
- May not become specialists - they can be used for manual labour only.
- Slave population units do not count towards the size of the city in terms of unhappiness due to overcrowding. (Slaves are kept out of sight and out of mind of the free citizens.)
- Slaves have no mood, and so are unaffected by the presence of temples, entertainers, etc. As above, they have no affect whatsoever on the happiness of the free citizens.
- Slave population units can be used to exceed the city limits of 6 and 12, as there is no concern for their living conditions.
- Slaves retain their foreign nationality, and can never be assimilated.
- Owning slaves is a valid pretense for the appropriate civilization to declare war on you.
- The city requires 1 military unit per slave, or there is a chance of slave revolt.
- Slaves may revolt if the city ever falls into civil disorder or anarchy.
- Democracies may not keep slaves. Once Democracy is researched, you are given the option to "declare emancipation", whereby all slaves are immediately turned into happy foreign national citizens (in time, they will be assimilated into the normal city population) - the consequence of this is that you lose the slave production benefits, etc. You may only change to a democratic government AFTER emancipation has been declared, and foreign powers will look down upon any civilization which has not done so.
- Slave revolt: the labour camp is destroyed, a unit of "normal" population is slaughtered, and a hostile unit (a conscript swordsman/medieval infantry/guerilla) appears in the city radius, one per slave.
* Slavery through time.
- Slavery starts early on in ancient times, with both the Slaver unit and the Labour Camp improvement requiring a new tech, Enslavement. Enslavement prerequisites are Masonry and Warrior Code, and it is an optional tech.
- Generally, slavery disappears as you progress towards modern times, but the ancient and middle ages have plenty of opportunity to use slaves. Historically, it is still in action today, albeit in a relatively small amount of nations. The benefits of slavery are quite vast, if you have the military capability to back them up. It is an optional aspect of the game, though - the appropriate technologies relating to it are optional, after all.
- The technology that spells the downfall of slavery is Democracy. Once it is researched, the "Declare emancipation" option appears on the F1 screen. Once you declare it:
- All slaves are immediately turned into happy foreign national citizens (in time, they will be assimilated into the normal city population).
- All slavers are immediately disbanded, and cannot be rebuilt.
- All labour camps are sold off, and cannot be rebuilt.
- All existing units with the "Enslave" ability lose it.
- Naturally, you don't have to declare emancipation, but you cannot change government to a democracy unless you have done so. Any nation that has declared emancipation will look down upon any who haven't. It is not possible to build the United Nations if you have not declared emancipation.
- There is a 10pt culture bonus in all once slave-keeping cities for the first civilization to declare emancipation.
- Researching Democracy also gives you an anti-slavery unit, the Abolitionist. Not everybody wants to give up the benefits of a healthy slave-based economy, after all.
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