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Author Topic: Elven Slavery  (Read 6022 times)

Maxmurder

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Elven Slavery
« on: February 03, 2012, 02:39:50 pm »

I have a few elves in cages in my fort and instead of just letting my military use them as punching bags I thought this mite be neat idea... what if your dungeon master or sum such were able to turn these otherwise usless prisioners into funtioning members of a subjegated workforce. Have hauling that the dwarves are to busy to do? send the elves. Dont want your legendary mechanic wasting his days operating a magma pump on the third cavern layer? get an elf to do it! A vile force of darkness has arived? Curse them! and send the elves! This could be done to all civilised/semi-civilised races... and the slave revolts would provied loads of FUN!
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Yoink

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Re: Elven Slavery
« Reply #1 on: February 03, 2012, 03:35:34 pm »

Well, dwarven ethics in the RAWS describe slavery as 'unthinkable', so I doubt Toady would implement such a thing.
Perhaps when something similiar is added, such as... I don't know, work animals, such a feature could be modded in. :)
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C27

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Re: Elven Slavery
« Reply #2 on: February 03, 2012, 03:44:09 pm »

That or goblin fortress mode.
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Yoink

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Re: Elven Slavery
« Reply #3 on: February 03, 2012, 03:55:09 pm »

Well yeah, that's more or less what I meant.
W-wait... You weren't thinking of modding our loving, kind, down-to-earth dwarves into unspeakably cruel and horrible people, were you?! :o
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Maxmurder

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Re: Elven Slavery
« Reply #4 on: February 03, 2012, 04:05:56 pm »

Dwarven ethics
Slavery: Untinkable
Stipping prisinors naked and throwing them into magma pit: Perfectly justified
Torture: Unthinkable
Exposure to FB dust in the name of !!SCIENCE!!: Perfectly justified.
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GreatWyrmGold

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Re: Elven Slavery
« Reply #6 on: February 03, 2012, 05:08:34 pm »

Well, dwarven ethics in the RAWS describe slavery as 'unthinkable', so I doubt Toady would implement such a thing.
Exactly.

Quote
Perhaps when something similiar is added, such as... I don't know, work animals, such a feature could be modded in. :)
I vaguely recall seeing plans that allow for non-dwarves to be fortressable eventually. Probably when humans and goblins get special code for them, we'll be able to mod in elf slaves.
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orius

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Re: Elven Slavery
« Reply #7 on: February 03, 2012, 05:46:34 pm »

Elf slaves?   I got enough lye makers and dissectors and cheese makers idling around now instead of working.  Why would I want to make it worse by expecting useful labor out of those pointy-eared tree shaggers?
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Ultimuh

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Re: Elven Slavery
« Reply #8 on: February 03, 2012, 05:52:09 pm »

Saying dwarves have the 'unthinkable' tag is a poor excuse in my opinion.
It's easily edited into 'acceptable' by players themselves.
And whatabout when Goblins becomes playable?
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Antonater

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Re: Elven Slavery
« Reply #9 on: February 03, 2012, 07:11:08 pm »

ok, here's the reason this has to be done
Urist mcslavedriver: "slaves, cut down those trees!"
elfy mctreehugger: "waaaaahhhh"
Urist mcslavedriver was entertained recentley by the beating of elves.
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irmo

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Re: Elven Slavery
« Reply #10 on: February 03, 2012, 07:16:00 pm »

Saying dwarves have the 'unthinkable' tag is a poor excuse in my opinion.
It's easily edited into 'acceptable' by players themselves.

"Dear Toady: I edited the raws to give copper a density of -1000. Why doesn't the game simulate this correctly?"
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Exlo

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Re: Elven Slavery
« Reply #11 on: February 03, 2012, 08:44:08 pm »

Ethics? I say we burn the ethics, and make the elves do it.
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Urist McDagger

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Re: Elven Slavery
« Reply #12 on: February 04, 2012, 12:09:39 am »

Saying dwarves have the 'unthinkable' tag is a poor excuse in my opinion.
It's easily edited into 'acceptable' by players themselves.

"Dear Toady: I edited the raws to give copper a density of -1000. Why doesn't the game simulate this correctly?"

Is that really quite the same thing? One's simply changing a game's racial culture. One's breaking a material. And isn't Toady going to make randomized cultures down the line anyway?
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Owlbread

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Re: Elven Slavery
« Reply #13 on: February 04, 2012, 12:10:59 pm »

Well yeah, that's more or less what I meant.
W-wait... You weren't thinking of modding our loving, kind, down-to-earth dwarves into unspeakably cruel and horrible people, were you?! :o

No need, Goblin fortresses are a planned feature. So are playable elven retreats and playable human towns. (Or at least, they used to be).
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irmo

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Re: Elven Slavery
« Reply #14 on: February 04, 2012, 01:55:55 pm »

Is that really quite the same thing? One's simply changing a game's racial culture. One's breaking a material.

They are the same insofar as they involve going to a lot of work to implement a feature that, in its default, as-shipped configuration, will never be used. Dwarves don't have slaves, so the game doesn't have a user interface or the job-queue features needed to manage slaves as part of a fortress. Changing the ETHIC tag so that they theoretically can have slaves won't cause that code to spring into existence.

Quote
And isn't Toady going to make randomized cultures down the line anyway?

I don't believe Toady is stupid enough to replace the dwarves with a randomized culture with no identifying characteristics.
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