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Author Topic: Entity modding -> Exploitative division of labor possible?  (Read 682 times)

ChickenLips

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Entity modding -> Exploitative division of labor possible?
« on: July 28, 2010, 10:42:21 pm »

I'm working on a full-out playable hoggoblin civ for a friend, and was wondering if anyone could tell me whether it's possible to make it so the entity/civ disallows one race from, say farming, while allowing or specifying it for another.  Here, the goal is to make Hobgoblins do everything but farming, and have goblin slaves/laborers do the farming and perhaps some other jobs.

Is that doable?


EDIT: Also, is there a way to either disable marriage, or have it be polygyny/concubinage?
« Last Edit: July 28, 2010, 11:34:33 pm by ChickenLips »
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Lofn

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #1 on: July 29, 2010, 01:10:07 am »

No and no.
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MP2E

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #2 on: July 29, 2010, 01:42:27 am »

It's a pity, what you are saying sounds very interesting! Feature request? :)
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Flaede

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #3 on: July 29, 2010, 01:49:17 am »

from what I hear, you can only get one creature or the other in your actual civ.
babysnatched children will only do the civ-decided tasks.
castes can't (as far as I know) be divided in labour types.


this is as far as I know. I may be wrong about this. For instance, can nobles  (I think) be allowed to be given certain labours but not others?
« Last Edit: July 29, 2010, 02:12:53 am by Flaede »
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ChickenLips

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #4 on: July 29, 2010, 01:51:29 am »

Ah well.  Thanks, Lofn and Flaede.  And thanks for the extra info, Flaede -- that's a good heads-up on multiple creature types in a civ.
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Do not meddle in the affairs of chickens, for you are crunchy and taste like a good seedgrain.

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Lofn

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #5 on: July 29, 2010, 02:05:04 am »

The closest you can get to this is making a caste that does not have [INTELLIGENT].  They can't be assigned labor, but they will haul goods.
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Flaede

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #6 on: July 29, 2010, 02:14:03 am »

The closest you can get to this is making a caste that does not have [INTELLIGENT].  They can't be assigned labor, but they will haul goods.

just a thought - what about intelligent or canlearn pets? can cause them to work in their randomized professions?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

antymattar

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #7 on: July 29, 2010, 08:39:53 am »

Oh Urizt you zlay me.

3

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Re: Entity modding -> Exploitative division of labor possible?
« Reply #8 on: July 29, 2010, 09:16:09 am »

just a thought - what about intelligent or canlearn pets? can cause them to work in their randomized professions?

It worked in .28... sorta. From what I experienced it was somewhat difficult to get them to do what you wanted.
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