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Slave and Migrants - something is amiss,,,

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Level 9 Human Gamer
Alignment: Chaotic good
Location: Illinois
Posted on August 18, 2010 at 2:18 am

First off, let me say this is a great game. I saw the booth at GenCon, picked up the special deal and loved it, and the new beta 2 adds some really cool stuff. The new fire rule is a pain in the butt - very nice. :)

However, there are two thing that have happened with some regularity since I upgraded:
1) Migrants will sometimes appear as Independent units and have to be captured in order to add them to my pop.
2) Slaves will rebel if placed within view of units, but not buildings, so even babysitting them with military units while moving to a location isn't working. And when I mean building, I mean anything but mines; shrines, cities, forts and towers are all good.

Problem 1 is an on again off again thing, problem 2 is consistent. Not sure if anyone else has noticed this, but its kind of frustrating to watch a group of 40 slaves go psycho in front of Phillip and his Hypaspists.

Level 10 Human gamer
Alignment: True neutral
Posted on August 18, 2010 at 2:02 pm

1) Working fine here but once I saw the Illyrians tried to capture my migrants and slaughter them, I sent my unit to interrupt and re-capture them. According to the game manual, if the Migrants are killed, they will reappear at their spawn point when it is clear of enemies.

2) Could it be that your slaves had slipped under the grey fog of war during their trip on a narrow mountain path which forced them to form a long line that might somehow caused them to rebel? I also noticed that units have a shorter view distance on forest than on the open plain. One way I do to expand my kingdom's line of sights is to use those flocks of sheep as mobile watchtowers connecting cities, that way I don't even need to have a combat unit to escort the slaves whenever I want to move them around.

Level 9 Human Gamer
Alignment: Chaotic good
Location: Illinois
Posted on August 27, 2010 at 12:50 pm

1) No, no capturing, actually spawned as neutrals in Macedonian territory.

2) Interesting idea with the sheep - no, they hadn't slipped into the fog of war, (I was housekeeping just to make sure.)

Since the report, though, I haven't had the problem with the migrants, but the slaves still rebel at an uber-fast rate.

Level 15 Extraplanar Programmer
Alignment: Chaotic good
Location: Toronto
Posted on August 31, 2010 at 5:05 am

Slaves definitely shouldn't be rebelling while they're not near the fog. Normally when you move a slave near the fog, its rebellion rate will start to raise from "None" to "Low", "Med.", etc. If you have an example of this happening when the slaves aren't near the fog, save the game and email your saved game to me and I'll take a look at it.

If you're using Windows XP, your saved games are in My Documents, and if you're using Windows Vista/7, your saved games are in the "Saved Games" folder in your user folder.