As the title says, this thread aims to collect ideas trying to spice up the slave system. Like some fellow fans mentioned in another topic, slaves could use some love and more meaning to their bleak, mine-manning, wall-building lives.
So feel free to post your ideas and suggestions (and give feedback to that of others) on how you think slaves could serve more purpose in the game!
To encourage discussion, I'll post my own:
Slaves (and workers) could serve as a resource (or currency) you can consume to build city improvements. Simply station said slaves/workers in the city and if you have enough, you can use them to "buy" a city improvement (which consumes the slaves/workers in the process, to prevent hordes of useless slaves piling up along the course of the game - look at this as them becoming the staff of the new improvements and/or dying due to the hardships of ancient construction worker life).
Ideas for possible city improvements built this way:
- Additional marketplace (road connection point)
This would allow you to connect more roads to the city (could be a repeatable improvement up to a certain universal or city specific cap).
- Improve Local Agriculture (irrigation, animal husbandry, etc.)
A city with this (or these) improvement(s) gives a bonus to the food production of farms connected to it. Could also be a repeatable improvement.
- Improve City Walls
This could be a single general improvement or split into multiple specific improvements targetting certain aspects of the city's defenses, e.g. improve ballista rate of fire, add additional ballista, add more hp to the city walls, more garrison posts etc.
- Enlarge City
This could increase the city's size (population), which translates into faster recruitment pool regeneration in Gold's system. This should be the most expensive improvement and the slave cost should also increase with every new expansion (i.e. upgrading a city from level 2 to 3 should be more expensive than it was to upgrade it from 1 to 2). Optionally, very high level cities could grant certain bonuses to the stats of units recruited there or to the entire faction controlling them.
- Wonder of the Greek World
The pinnacle of city improvements. This could either be the top level city expansion (see above) or a separate improvement in itself. It should be ridiculously expensive, but it should give a neat bonus. I haven't thought of what bonus exactly, so I leave that open for more brainstorming. ;)
- Feel free to suggest more!
So to sum it up, these improvements would cost slaves (or workers built by you), which would be consumed in the building process. Perhaps we could also add a food cost to the whole thing too, to make it more realistic (builders consuming food) and more challenging so that improvement X would cost Y amount of workforce (slaves/workers) and Z amount of food.
Now I realize this is a very radical sounding idea, so I don't expect it to make it into Hegemony, but maybe a sequel or an expansion. Either way, I wanted to post it because I'm curious to hear what you think.
A more tame version of the above idea is to simply have slaves stationed in a city generate additional income (and/or extra food from farms connected to the city) and perhaps even improve the recruitment speed (by doing the locals' work they free up workforce). Additionally they could also add additional markets (road/sea connections) to the city.
The income they generate should be less than what comes from mines of course, but still enough to make it worth capturing them and staffing your cities with as many slaves as they can use.
Obviously there needs to be a cap on how many slaves can be utilised this way in a city. The cap could be universal or dependent on the city's size (population).
For added realism, you could make this slave workforce increase the garrison needs of a city (to keep the slaves at bay). Prices in general would need to be slightly rebalanced to account for this new source of income of course.
I also liked the idea which someone (perhaps Rob?) posted about slaves adding some people to the recruitment pool upon disbanding. That could be added on top of the above to give you the choise - disband them for a smaller instant gain or keep them for the greater long term benefit.
So that's it guys, I tried (and failed) to keep it short, but thank you for reading and looking forward to your feedback/ideas!