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Showing content with the highest reputation on 2017-10-13 in all areas

  1. It looks like the Goron units are ready: And of course, details: Hopefully I'll have all their buildings done soon and then I can more onto the Zora.
    6 points
  2. You may have to restore your Folder preferences in Finder. Enjoy the Choice
    1 point
  3. @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. 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.
    1 point
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