January 25, 2001, 04:41
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#1
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Settler
Local Time: 00:44
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 3
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Prisoners of war?
This morning I thought about how CIV3´s diplomacy options would be like. I think that it could be a good idea to buy prisoners of back. A result of this action would give an increase in happiness among your people and increase the other nations regard towards you in a positive way.
Please comment....
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January 25, 2001, 08:35
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#2
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Warlord
Local Time: 06:14
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Kathmandu
Posts: 261
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nah! I think thats going a bit too far... how about setting it up as repartations of war in which the LOSING nation has to pay up as it usually happens.
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January 25, 2001, 08:36
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#3
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Warlord
Local Time: 06:14
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Kathmandu
Posts: 261
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nah! I think thats going a bit too far... how about setting it up as repartations of war in which the LOSING nation has to pay up as it usually happens.
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January 25, 2001, 08:37
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#4
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Warlord
Local Time: 06:14
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Kathmandu
Posts: 261
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how'd I get two messages of the same kind when I only posted one??????????
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January 25, 2001, 10:47
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#5
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Guest
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Some times the system hic-ups (multiple entries)
Prisoner exchanges? No, I don't think it would be as feasible, since as it stands now, combat is either you survived or you died. If prisoners were brought into the equation, you would need a third element (POW). But how about this: If you kill a foriegn unit, you receive 1/10th of the original PW used in its production. This production bonus could then be placed into your national coffers at the beginning of your next turn. Of course if a foriegn unit kills your unit, then they would receive the 1/10th production bonus. This production bonus could relate to "information" or "intelligence" gleaned from your "prisoner" prior to its "execution."
How does that sound?
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January 25, 2001, 14:09
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#6
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Prince
Local Time: 00:44
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Salt Lake City, USA
Posts: 456
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Actually, if you'll notice that 80% of people on this thread want that damn live-or-die concept gone. And I really think Firaxis will change that, so it is safe to talk about stuff, like flanking attacks, prisoners of war, etc.
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January 25, 2001, 21:11
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#7
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Guest
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Hummm, I guess we'll see then
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January 25, 2001, 21:41
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#8
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King
Local Time: 20:44
Local Date: October 30, 2010
Join Date: Nov 2000
Posts: 1,691
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personally, i like the idea of POWs, as long as it doesn't get too complicated.
Sabre
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January 25, 2001, 23:43
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#9
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Local Time: 00:44
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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An option while attacking (should) be take prisoners and then it would be worked like the barbarian leader capture for teh exchange... you could determine if you wished to pay for a now "warrior" brand unit, then reequip them for less cost at your bases.
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January 26, 2001, 11:51
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#10
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Prince
Local Time: 17:44
Local Date: October 30, 2010
Join Date: Apr 1999
Location: Boulder, Colorado, USA
Posts: 406
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POW is a modern concept. In Ancient times or throughout most of the human history, most men were put to sword and women and children were sold into slavery.
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February 1, 2001, 09:47
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#11
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King
Local Time: 01:44
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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POW is simply a modern TLA for old "slave" (men where enslaved as many as women where: who do you think that built all that Pyramids?
Of course the CIV/SMAC battle "till the last men" must be changed into a model that manage "surrenders",
e.g. when attacker vs. defender has a force ratio 5/1 outside of a fort, or defending unit is completely surrounded and 3/1 low on force rating, etc.
BTW, we discussed about slavery and POW recently here , more in details here and also here .
I posted on these threads, too, but the relevancy (of course  ) is because plenty of good idea come from other posters there.
Just summarizing a lot, I suggested to introduce:
quote:

- Slave/PoW settler, when captured at the end of combat (immigrate/refugee settler into migration model) under control of warder Civ player
- Special Worker Slave/Immigrate (when "assimilated" to a city) into common city screen
- Ability to build Prison camp / Refugee camp by above special settler, instead of City (less management trouble)
- A "runaway unit", very low level infantry or special settler that you can try to recover back to original Civ (PoW) or found a new, separate Civ (Slave)
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Thiod doesn't mean all they must be implemented, but a few should without too much micromanagement.
------------------
Admiral Naismith AKA mcostant
[This message has been edited by Adm.Naismith (edited February 01, 2001).]
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February 2, 2001, 02:09
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#12
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Settler
Local Time: 00:44
Local Date: October 31, 2010
Join Date: Feb 2001
Location: croton,NY, Westchester
Posts: 19
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Just from reading about your comments i thought more about the ending of the war.
Unconditional treaties : which allow you to setup any government you choose in a unconditionally surrendered country. Example they could not construct a military for 200 year and had to pay a annuall fee. I think there should be different treaties to choose from. like Stalemate, Disarmerment, mutual assistance, pact, neutral zone, unconditional, or a specified amount of consecession, cities, money, technology, sphere of influence, or trade embargoes
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February 4, 2001, 22:11
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#13
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Settler
Local Time: 00:44
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 17
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I reckon there should be POW's once you have built a structure like jails or got a tech.
You can set an option that either allows your men to be captured or to suicide - that way you have the best of both worlds. Or make the attack algorithm not quite so powerful if the attacker is attempting a "capture".
POW's are weaker than normal settler units but give them the ability to perform simple tasks (ie. build road...).
In this way once you have them you have a mass workforce.
Through the Council (as in SMAC) POW's could be bought, or traded - just in case you have some high-level units you want back.
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