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Old November 6, 2003, 08:25   #1
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How does this slavery thing work?
I have seen notes that the Maya Javelineers (or whatever) plus maybe some other units, have a chance of enslaving a unit they attack, including Barbs.

What exactly does this do? I know it gives you a worker, but is it an inefficient yet free slave worker belonging of other nationality or is it a genuine worker from your own civ?

And how does the enslavement process work? Do you have to successfully attack to enslave? Can you get promoted in battles where you enslave the opposition? Is there any units that can't be enslaved?
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Old November 6, 2003, 08:36   #2
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Enslavement works this way:

- You attack with a unit that has "enslave" ability
- If you win, you have 1/3 chance to get a unit specified in the editor (for javelineers, it means you have 1/3 chance to get a worker)
- Workers are slaves whose nationality is from the defeated unit. You can even have Barbarian workers.
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Old November 6, 2003, 08:51   #3
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Originally posted by Spiffor

You can even have Barbarian workers.
Kick ass! Do you know this for a fact?
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Old November 6, 2003, 08:59   #4
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Old November 6, 2003, 09:02   #5
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Units that have enslaving capabilties can choose if fighting or try for enslaving or is it automatic ?

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Old November 6, 2003, 09:02   #6
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Cheers Spiffor. Did you get this from the game itself or am I just being lazy and missed a few threads where this info was posted?
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Old November 6, 2003, 09:08   #7
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Quote:
Originally posted by Gunter
Units that have enslaving capabilties can choose if fighting or try for enslaving or is it automatic ?
Automatic with every attack. If you win you kill the unit 2/3s of the time and enslave 1/3 of the time.
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Old November 6, 2003, 10:15   #8
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Originally posted by MrWhereItsAt
Cheers Spiffor. Did you get this from the game itself or am I just being lazy and missed a few threads where this info was posted?
Catt mentions enslaving barbs in his "Best UU" thread.
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Old November 6, 2003, 10:20   #9
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Is there a complete list of all the units with the Enslave ability?

Are they all UUs or are there some available to all civs?
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Old November 6, 2003, 10:44   #10
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Quote:
Originally posted by Spiffor
You can even have Barbarian workers.
That is truely awesome. Anyone remember slavery in the CTP series?
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Old November 6, 2003, 10:47   #11
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HOLY ****!!! I figured the Mayan unit was so-so at best, given my hatred of despotic GAs. But the special enslavement ability extends to Barbs, and a 2/2/1 unit is one of the best Barb killers around. So it becomes worth your while to invest some shields in those Javelineers.

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Old November 6, 2003, 10:55   #12
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This may cause me to reevaluate the civs I may want to play in the Team DemoGame.......
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Old November 6, 2003, 11:02   #13
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Well, it *does* cost 30 shields. That's nothing to sneeze at in the early game, when slave barb workers are most useful.

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Old November 6, 2003, 12:49   #14
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Quote:
Originally posted by Arrian
HOLY ****!!! I figured the Mayan unit was so-so at best, given my hatred of despotic GAs. But the special enslavement ability extends to Barbs, and a 2/2/1 unit is one of the best Barb killers around. So it becomes worth your while to invest some shields in those Javelineers.
They are excellent barb hunters. When the end-of-era barb uprising comes, it's "worker farming" time. 2 Javs encountered eight horseman -- result was 2 elite Javs and 4 barb workers In another instance, 1 Jav encountered 4 horsies -- result was promotion and 3 barb workers . . . before the 4th horsie killed the Jav and slaughtered its newly domesticated cousins.

An additional pair of observations on the enslavement: (1) you can enslave even when your unit is defending (i.e., being attacked); and (2) you can generate both a unit promotion and an enslaved worker from the same victorious combat.

I am seeing something curious with worker speed, however. My industrious natives complete roads on flat terrain in 2 turns; slave workers need 6 turns (rather than the expected 4 turns) -- this appears to be true even with non-barb slaves (i.e., traded-for workers from another civ).

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Old November 6, 2003, 12:52   #15
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So slaves now work at 1/2 speed of non-industrious workers, regardless of whether or not the slaveholding civ is industrious.

Road for normal worker: 3 turns
Road for industrious worker: 2 turns (50% bonus)
Road for slave: 6 turns

Makes a certain amount of sense. I'd always wondered why industrious civs got more out of their slaves...

But it is another hit on the industrious trait.

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Old November 6, 2003, 12:55   #16
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Catt,

Oooooh, can you try something for me? Add a barb worker to a city and see what the new citizen is called. Is it given Mayan nationality?

-Arrian
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Old November 6, 2003, 13:00   #17
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Quote:
Originally posted by GhengisFarb
Is there a complete list of all the units with the Enslave ability?

Are they all UUs or are there some available to all civs?
In the Epic Game:

Man o War -> Man o War
Privateer -> Privateer
Javelin Thrower -> Worker
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Old November 6, 2003, 13:09   #18
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Quote:
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This may cause me to reevaluate the civs I may want to play in the Team DemoGame.......
Sorry, we're only playing for fun, and the Mayans were nothing close to Feudal.




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Old November 6, 2003, 13:10   #19
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Slaves look like slaves (i.e. have their own animation) now too.

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Old November 6, 2003, 13:11   #20
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Quote:
Originally posted by Arrian
Catt,

Oooooh, can you try something for me? Add a barb worker to a city and see what the new citizen is called. Is it given Mayan nationality?

-Arrian
Very strange! (I wonder if this is an intended effect)

Adding the barb worker makes a citizen with a race identified as "A Barbarian Chiefdom." Now the strange thing: my city took a happiness hit and the cause is listed as "Stop the aggression against our mother country."

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Old November 6, 2003, 13:14   #21
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Makes sense, right? Barbs are people too!
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Old November 6, 2003, 13:18   #22
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Makes sense, right? Barbs are people too!
Except they don't have a mother country! (i.e., not even a named tribe -- just a barbarian chiefdom).

I'm not complaining, BTW, I just didn't anticipate a happiness hit. How do you "stop the aggression" against barbs, anyway? Genocide?

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Old November 6, 2003, 13:27   #23
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I think this is an intended effect to discourage adding these slaves to your cities. Otherwise, this could easily turn into an exploit.

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Old November 6, 2003, 13:36   #24
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Wow. Thanks for that, Catt. That's pretty useful info.

Fascinating [/Spock]

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Old November 6, 2003, 13:38   #25
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Except they don't have a mother country! (i.e., not even a named tribe -- just a barbarian chiefdom).
Think of a bunch of backward nomads being forced to work in mines or shelve books in libraries, all the while your expansion is encroaching their homelands. The only way to make them happy again is to let them go free (and like that's going to happen!), or way until they've been fully assimilated.


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Old November 6, 2003, 14:05   #26
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Sorry, we're only playing for fun, and the Mayans were nothing close to Feudal.
Right! Back to the Dutch.
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Old November 6, 2003, 15:00   #27
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what happens when you join barbo workers to a city? do they effect war weariness? do they impact culture flips in any way?
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Old November 6, 2003, 15:11   #28
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Joining barb slaves into your city must be exactly the same as joining slaves of any other civ with which you are at war.

Assuming that's the case, there is no effect on war weariness, as this is not nationality-specific. It affects all your citizens equally.

There is no also effect on flips to other civs, and I'm sure your cities can't flip to the barbs, as barbs have no capital and no culture.
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Old November 6, 2003, 17:59   #29
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Sounds like what happened to the Roman Empire in RL....
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Old November 6, 2003, 19:24   #30
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barb farming for workers is great fun. especially as the aztecs in the discovery scenario, great for culture boosts. in that scenario, all 3 am civs, az, inca, maya can do this.
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