Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Slavery in this game has lots of potential.
+ what the dude bellow just said. I will tweak it in the mod folder, thanks! :)
How about Great Farmers?
I always find that when I make great person tile improvements its a farm space gone and that in the future my city will be smaller, so like a great engineer, you could create a farm with like +6 food or something.
Points towards earning them could be gotten from stuff like the Hanging Gardens and ect.
And they could, again like a Great Engineer be used to rush the city pop growth to 1 turn remaining, and it would save that for late should you be building a settler.
And maybe Great Fishermen too,
which could have a similar affect on sea resources
and have the tile claiming affect as a citadel but in the water (no idea what the building would be, but it irritates me that I cant get any water tiles from sea citadels (which dont exist)). Anyhow, a Great Fisherman could be earned by points from buildings such as the great lighthouse and ect.
Only minor issue is that returning captured slaves returns them to their home civ as slaves, not workers. Not sure how that would be fixed.
Anyway, great enhancement!
Maybe to balance them out give them an "exploit" special ability - The unit auto-upgrades the hex fully, but is consumed in the process (would make the most sense on special resources, plantations especially)?
In order to adress their rarity (which 'slave workers' wern't), maybe make all barbarian capturable as slaves? (NOTE: for Germany, this would be in addition to their existing barbarian 'hiring' ability, basically giving them 2 chance to score a free unit!)
~JD
PS: subscribing as-is anyway.
This would mean that improved Workers would be faster, but Slaves would remain as is. Early on, they'd be about as good as workers, but they'd quickly fall into disuse due to inefficiency.
I would also suggest giving the slaves a secondary benefit: when stationed in or near a city they grant +1 city happiness. This would reflect some... erm... alternative uses, and keep them relevant after their inefficiency cripples them as workers.
Lastly they should have a "incite" ability - an action that kills the Slave, but spawns a Barbarian Encampment. This could be usable by anyone, so Barbarians capture slaves and spawn more Encampments. Or the player can strategically "incite" slaves into spawning Encampments that harass an enemy. Is this possible? I have no idea.
1.) World congress proposal against slaves
2.)When a city is razed, slaves appear
3.)chance that killed land soliders will convert to slaves
And maybe a new great person called the Slave Salesman that builds the Auction House, and with this it increases the chance that a slave will appear after capturing a city.