Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

Create an account  

 
Sid Meier explains Slavery...

I think Slavery is comparable to Flash in League of Legends. Both were not intended to be any stronger than their counterparts (in Civ4 other civics, in LoL other summoner spells). But both became such an integral part of gameplay and balancing that it is impossible to remove them. The devs want to remove them, but then you mess up the overall balance you've worked so hard to achieve. It's just not worth it!
Reply

Sirian could answer this better than I could, if by some chance he's reading this. The original Slavery had a much worse conversion rate of population to production; I believe it was akin now to what you get at the swapping penalty (1 pop for 20 production). The mechanic was also different in terms of how long the unhappiness lasted, if I recall correctly. I think that when you whipped for 2 pop, you received 20 turns of whip unhappiness, instead of the current 1 whip = 1 penalty regardless of number of population whipped. Again, it's been seven years now and I don't have the old numbers in front of me.

[Image: Civ4civics.jpg]

Old civics for the curious at an earlier pre-release stage. The civics were changed, err, a lot. lol They went through more iterations than anything else in the entire development cycle. This picture itself is far from the first incarnation too. Poor Federal Reserve civic never made the final cut, and with good reason. (You received compound interest each turn on the gold in your treasury. It was either pathetically weak at like 2% compound interest, or laughably overpowered at like 10% compounding. We could never balance it. Poorly designed mechanic.)

I think Jowy's comparison of Slavery civic in Civ4 to summoner Flash in League of Legends is absolutely perfect. thumbsup
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

I love the bureaucracy from that screenshot - can deficit spend, yeap, that's something many bureaucrats are good at, heh.

Also interesting that 'hereditary rule' equalled 'god king' in FFH - can that be a coincidence?

Wonder what would be most balanced .... '20 pop per hammer', or '1 unhappy per pop point whipped'. Both together, and it becomes, as Sid said, something to be used only in an emergency.
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
Reply

1 unhappy per pop whipped (and dropping 1 unhappiness every 10 turns!) would definitely have been the worst civic in the game. 1 unhappy per pop whipped for 10 turns would have been maybe the worst. 20 hammers per pop (not what molach said!) would have made it closer to RB mod slavery than vanilla slavery.

Thanks for those posts Sullla.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

Yes, they were very interesting; thank you.
Reply

You know, looking back at that screenshot, I wonder if leaving HR as Bureaucracy wouldn't actually have been a better choice...
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply

(June 27th, 2013, 12:52)Krill Wrote: 20 hammers per pop (not what molach said!) would have made it closer to RB mod slavery than vanilla slavery.

Yeah, grow a city to 40...then whip 20 pop...and you get one hammer. Slightly underpowered.

Another thing about slavery, that useless 'population' stat says 1 citizen is 1000 people, 2 citizens 6000. So whenever someone whips a size 2 city, they are killing 5/6 of your city's population. So think about that when you press that whip button.

Citizens get a bit annoyed by that, naturally, but 10 turns later - all forgotten.
Played: FFH PBEM XXVI (Rhoanna) FFH PBEM XXV (Shekinah) FFH PBEM XXX (Flauros) Pitboss 11 (Kublai Rome)
Playing:Pitboss 18 (Ghengis Portugal) PBEM 60 - AI start (Napoleon Inca)
Reply

(June 27th, 2013, 16:08)Molach Wrote: Citizens get a bit annoyed by that, naturally, but 10 turns later - all forgotten.

Quite natural since those 10 turns are some hundred years wink and later when they just some years you have television and modern advertising so you can manipulate people to your hearts content anyway wink.
Reply

Pretty cool, Sullla. If you have more old pictures of the game during development, I would love to see them when you have the time.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Reply

Technically shouldn't post any of them as they are still covered by the NDA IIUC.
Current games (All): RtR: PB80 Civ 6: PBEM23

Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71. FFH games: PBEMVII, PBEMXII. Civ 6:  PBEM22 Games ded lurked: PB18
Reply



Forum Jump: