![]() Disbanding slaves built in a city will reduce the accumulation of Abolition Points. A city with a slave market will actually produce Abolition Points at a SLOWER rate. Similarly, the more specialized a city is, the more Abolition points you get from building slaves. ![]() The more Liberty Bells your city gets per turn, the more Abolition points you get from building slaves. Thus, the more abolitionists you have the faster a town will demand abolition of slavery. It also produces +1 Abolition points per turn. This specialist cannot be assigned to any other duties, but produces a hammer in the same way as a regular Civ4 Citizen specialist does. Each time you reach a threshold, one of your citizens becomes an Abolitionist-a new kind of Specialist. Perhaps it could work like this: Build a slave market as I suggested, which allows you to "build" slaves in all your cities (you're not really building them, the build time merely represents the time and resources to get them to market-which is why building more slave markets should reduce the build time).Įach slave you "build" in a city should increase the number of "Abolition Points" you get in the city (perhaps +2 per slave built). That said, I think sirsnuggles idea has merit too. I personally believe an event based system is the best way in which to deal with the negative impacts of slavery. Surely, though, that is the decision of the mod-makers?Īnyway, on the matter at hand. In fairness, though, there was only one person who was suggesting that it wasn't even worth making into a mod.
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