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Lion.Kanzen

slave Market

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"How dare you! You promote slavery."
There, trolls. I beat you to it. Now, can we have a good discussion here?

Will 0 A.D. Wood have this? I'm imagining a lot of wars centering around the buildings.

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And taverns and sex worker that don't practice sex only kill your heroes.

10 minutes ago, sphyrth said:

"How dare you! You promote slavery."
There, trolls. I beat you to it. Now, can we have a good discussion here?

Will 0 A.D. Wood have this? I'm imagining a lot of wars centering around the buildings.

Na this my work in Delenda Est mod-mod ( Mundus Regnum) I called.

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Isn't great thing yet I need have a big list of units, only can you train here.

roman slaves cost food and metal.

african slaves cost food only and have big boost mining and hunting

egyptian laborel only cost food / can fight

oveerseeker can explore the zone. And boost slaves.

punished slave good at mining but low hp cost metal 

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The Slave Market template name should follow the existing convention. So,:

 

If it's a structure like DE's merc camps, then:

template_structure_special_slave_market

 

or, if buildable by factions, then:

template_structure_economic_slave_market

 

Then, the slave file names should follow accordingly:

 

If the Slave Market is like DE's merc camps, then:

slave_nubian_male
slave_nubian_female

slave_roman_male
slave_roman_female

etc. to group them all together in the entities list.

 

If the Slave Market is a buildable structure, then the slaves should be named:

kush_support_slave_male
kush_support_slave_female

rome_support_slave_male
rome_roman_female

 

------

 

So, is the Slave Market like DE's mercenary camps? A structure already on the map that you must capture?

 

Or are they special buildings each civ can build?

Edited by wowgetoffyourcellphone
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3 minutes ago, Lion.Kanzen said:

I'm  very noob with templates.

is neutral like merc...

isnt buildable.

ok I haven't idea hahahaha.

 

1 minute ago, Lion.Kanzen said:

This first approach is by biome, North African  zone.

Okay, great. So, here is how you should do file names:

template_structure_special_slave_market

 

then:


structures/slave_market_egypt_nubia
structures/slave_market_gaul
structures/slave_market_greece
structures/slave_market_iberia
structures/slave_market_middle_east
structures/slave_market_north_africa

etc.

 

Then all the slaves can be named per ethnicity, so:

slave_african_egyptian_male
slave_african_egyptian_female
slave_african_nubian_male
slave_african_nubian_female
slave_asian_indian_male
slave_asian_indian_female
slave_european_greek_male
slave_european_greek_female
slave_european_roman_male
slave_european_roman_female

etc. or however you want to group them.

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I don't think I have to spell out the controversy surrounding giving different slave ethnicities different stats. You'd best level the playing field.

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That depends african are best hunter and if a remember history Spanish Castilian bring them to American to work in mines.

they have different costs. The slave market I'm representing here are from Egypt-Kushites. So locals are less expensive.

im experimenting  yet...

i want rock paper scissor  with slaves...

im not incluiding celts and Germans yet. Or Mauritans and Iberians.

@Sundiata what you think?

Edited by Lion.Kanzen

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The reasoning doesn't matter, you would be placing values on ethnicities instead of slaves as a whole. Any changes by biome should be visual and left at that.

I'm not one for censoring, but I will warn you this could definitely stir up trouble. Especially from an American perspective

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lol I think you misunderstand what I mean- have all ethnicities be represented in slavery equally if you want slavery implemented. Don't give them different stats.

actually do what you want, I'm just saying

ten cuidado

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the problem is the next... DE default slaves are no a bonus and dont work as Citizen soldier.

in the real life can be different may be i can best slave than other ethnicy...but in average not.

so i have this dilemma have different slaves to different task with different bonus.

my main idea some time ago was they have a overpower bonus with consequences.

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@Lion.Kanzen So, as I said in a previous post on the subject, attaching specific characteristics to specific ethnicities is going to cause unwanted controversy. I'm with LordGood on this one. The slaves should have different ethnicities based on the biome/scenario, but should ideally be identical to each-other in terms of stats.

11 hours ago, Lion.Kanzen said:

That depends african are best hunter and if a remember history Spanish Castilian bring them to American to work in mines.

This, for example can be criticised as baseless stereotypes. I haven't seen any empirical studies on the efficiency of different ethnicities in different slave-roles in classical antiquity. I think in the ancient world, they were all good hunters. The use of West- and Central-African slaves in the mines in the Americas, during the trans-atlantic slave-trade, also doesn't merit the specialisation of North/East African black slaves in mining in a mediterranean context. There's an almost 2000 year gap and several thousand kilometres between the two events. 

As LordGood hinted at, America (USA) is a racial powder keg at the moment. So is Western Europe (trust me, I know...). Anything that can possibly be misconstrued as racism causes unpleasant controversies, of which I think most people here would like to keep out of 0AD.

 

PS: A sneaky way around this dilemma of yours is to add specific research techs to slave markets per biome instead of per ethnicity, perhaps (this is less explicitly racial).. For example, a slave market in a Sudanese biome could research a generic mining tech (not related to the type of slaves, but rather the chosen biome). In effect it's the same as what you want to achieve, but you just don't name it as such. A slave of any colour is just called a slave, but different biomes automatically recruit the associated ethnicity/ethnicities, and the markets can have different techs available for research depending on biome. Just don't differentiate the type/name of slaves by ethnicity, that's all. Just call them "slave" and determine their skin-colour automatically per biome without explicitly referring to their colour. So don't call them "Kushite slaves", and "kushite slave mining tech", just call them "slaves", and "mining tech", skin-colour(s) and available techs being set automatically per biome. 

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If the slaves are not biome-specific, it could be used a entity that randomises the actors between different colours skins. This technically possibly?

I think that all you said about the different "races" can be applied to genders. But that it's another topic..

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