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And hey, a slave with a good owner can be better off than a labourer in an employer's market (which it's been since the 1980s); sure, you can't leave your job, but if your owner is giving you decent food, shelter and clothing, you might not want to. The labourer, though, might make just enough to live in a slum, eat KD, and wear second-hand rags from the Sally Anne, and can have his job removed from him and sent overseas at any moment ...
The only issue I'm having is that I buy a slave in one city but it shows up at another.
This also if people want to add slave resource for barbarian encapment cleaned (or it s going to be too much). thank you
Anyhow manpower was good from ancient times, it lost worth with mechanization and higher culture. Fighting for or at least request joining abolition quest would be great diplomatic enhancement.
PART 1:
In my opinion the slave would not be a "resource" and could not even be produced.
That's because slavery occurs when you take away another people's freedom, so you would not have to produce it, but only take it away from another.
I suggest that slavery be available only when there is a fight between two amusing units and one of them is between 1-5% of life, so that the next turn would have a certain defeat. In that case could the other civ choose to kill the unit or take 1 slave.
It should also work for the barbarians.
Differences also according to the policy adopted:
- Chiefdom: can enslave workers and units (slave provide +2 builds).
- Classical Republic: can only enslave units (slave provide +1 build).
- Autocracy: can enslave any unit (slave provide +3 builds).
- Oligarchy: can enslave any unit (slave provide +2 builds).
- Monarchy: can enslave any unit (slave provide +1 buld).
- Merchant Republic: can enslave any unit and trade with other civs (trade popup) (slave provide +2 builds)
- Theocracy: can not enslave units (if capturing a slave that turns worker).
- Democracy: can not enslave units (if capturing a slave that turns worker).
- Communism: can enslave rebels and barbarians (slave provide +1 build).
- Fascism: can enslave rebels and barbarians (slave provide +1 build).
Note that the more culturally advanced the less slave one has. I think it is the most correct, otherwise there would be a cultural backwardness in civilization.
I also think the slave should lose life on each turn.
Ex: each turn loses 5% of life. So it forces the player to use it soon.
Otherwise there could be a slave forever.
Another cool thing would be in Trade popup the other player being able to condition an exchange the abolition of slaves.
The idea is very cool, congratulations for the initiative.
As for boosting wonders, Slaves CAN already do that. When building a wonder, move a slave to the tile the wonder is being built on, and the rush wonder button should be highlighted. If you press it, you can boost the production of a wonder. This is more effective near the beginning of the game when compared to, say, the Industrial Era. I'm going to be looking into districts, though as of right now I'm not sure its possible.
As for culture, I'll be looking into that as well. One idea I've had is giving a culture bonus for the abolition project, so I might add some culture effect that way.
Would be amazing if we could get points or slaves from barbarians, all units doesn't matters if other civilizations or city-states, but great people or settlers still the same.
Allow buy it if we are suzeran of the specific city states, like Dakar.
If we could use them to boost wonders and districts would be perfect!
might be 10% all civs and 15 % from China and Montezuma, because them already have something similar !
Also could give some culture when it's spended or captured!
Sorry for the big text, i really liked the idea ! :p
also it's needs be taken for barbarians aswell! :p