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Author Topic: Slavery  (Read 4112 times)

anon_outlaw

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Re: Slavery
« Reply #15 on: March 17, 2011, 10:28:52 pm »

or after they are forced to walk ahead and expose the traps :D
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Blade Master Model 42

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Re: Slavery
« Reply #16 on: March 18, 2011, 01:34:47 am »

Perhaps not slavery, but others uses for captured goblins and whatnot?

Example: Use large numbers of prisoners to bargain for peace. To even do so, you'd need a large amount of prisoners (maybe 10+?), and the more prisoners exchanged, the longer the period of peace, not that you'd be able to get long standing peaces, as goblins and the like are treacherous.

Further, it would take a while for the peace to start, so that players couldn't get besieged by a ridiculously large vile force of darkness, release ten nobody gobbos and have the whole invading force up and leave.

This might make for interesting mechanics later, like released goblins returning to attack the fort, indignant and ashamed that they were once caught.

For maximum hilarity, that last part could stack.

anon_outlaw

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Re: Slavery
« Reply #17 on: March 18, 2011, 05:33:02 am »

gobbos caring about their own? yeah, not likely. though i could see those hippies elves making peace in exchange for some of their caged comrades.
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Blade Master Model 42

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Re: Slavery
« Reply #18 on: March 18, 2011, 05:35:58 am »

Nuh-uh, a catch and release program for goblins is viable.

Elves get magma.  8)

anon_outlaw

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Re: Slavery
« Reply #19 on: March 18, 2011, 09:07:44 am »

you only say that coz they will bring more goblinite with them on the inevitable failure of the program.
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King_of_the_weasels

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Re: Slavery
« Reply #20 on: March 18, 2011, 02:25:16 pm »

you only say that coz they will bring more goblinite with them on the inevitable failure of the program.

I doubt slaves would be armored.
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KCFOS

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Re: Slavery
« Reply #21 on: March 18, 2011, 06:44:46 pm »

In response to the talk of the fact that dwarves are against slavery, I don't think that this makes the entire suggestion invalid. There's no real details on it, and for all we know that they're only against enslaving their own kind. And if this suggestion is ever seriously considered, I see no reason why Toady couldn't just change the data.
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Blade Master Model 42

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Re: Slavery
« Reply #22 on: March 18, 2011, 07:24:02 pm »

you only say that coz they will bring more goblinite with them on the inevitable failure of the program.

I doubt slaves would be armored.

Well, when they return for vengeance they would get new armor to lead their brethren into the fortress.

Then die/be recaptured.

kylefiredemon

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Re: Slavery
« Reply #23 on: March 18, 2011, 07:33:54 pm »

Perhaps not slavery, but others uses for captured goblins and whatnot?

Example: Use large numbers of prisoners to bargain for peace. To even do so, you'd need a large amount of prisoners (maybe 10+?), and the more prisoners exchanged, the longer the period of peace, not that you'd be able to get long standing peaces, as goblins and the like are treacherous.

Further, it would take a while for the peace to start, so that players couldn't get besieged by a ridiculously large vile force of darkness, release ten nobody gobbos and have the whole invading force up and leave.

This might make for interesting mechanics later, like released goblins returning to attack the fort, indignant and ashamed that they were once caught.

For maximum hilarity, that last part could stack.

What about torturing said Goblins for info, like when the next siege and the strength of said siege.
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King_of_the_weasels

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Re: Slavery
« Reply #24 on: March 18, 2011, 07:57:10 pm »

Perhaps not slavery, but others uses for captured goblins and whatnot?

Example: Use large numbers of prisoners to bargain for peace. To even do so, you'd need a large amount of prisoners (maybe 10+?), and the more prisoners exchanged, the longer the period of peace, not that you'd be able to get long standing peaces, as goblins and the like are treacherous.

Further, it would take a while for the peace to start, so that players couldn't get besieged by a ridiculously large vile force of darkness, release ten nobody gobbos and have the whole invading force up and leave.

This might make for interesting mechanics later, like released goblins returning to attack the fort, indignant and ashamed that they were once caught.

For maximum hilarity, that last part could stack.

What about torturing said Goblins for info, like when the next siege and the strength of said siege.

They wouldn't know anything, seeing as they weren't expected to fail.  Or were they?!

Being captured to feed false information, goblins would be all up in that type of sacrifice.
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Blade Master Model 42

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Re: Slavery
« Reply #25 on: March 18, 2011, 09:48:02 pm »

Perhaps not slavery, but others uses for captured goblins and whatnot?

Example: Use large numbers of prisoners to bargain for peace. To even do so, you'd need a large amount of prisoners (maybe 10+?), and the more prisoners exchanged, the longer the period of peace, not that you'd be able to get long standing peaces, as goblins and the like are treacherous.

Further, it would take a while for the peace to start, so that players couldn't get besieged by a ridiculously large vile force of darkness, release ten nobody gobbos and have the whole invading force up and leave.

This might make for interesting mechanics later, like released goblins returning to attack the fort, indignant and ashamed that they were once caught.

For maximum hilarity, that last part could stack.

What about torturing said Goblins for info, like when the next siege and the strength of said siege.

I think I saw dwarves not liking torture was also in the raws when someone mentioned the dwarves hating that.

NW_Kohaku

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Re: Slavery
« Reply #26 on: March 18, 2011, 09:57:38 pm »

Have I not commented in this slavery thread yet? 

Well, anyway, the thing I always say in these slavery threads is that slavery has a tremendous impact upon the cutlure and social structure of a society that practices slavery.  As soon as you have "masters" and "slaves", then you have created the fear of a slave revolt, and that sort of fear colors a huge amount of a society's thinking, in sometimes self-destructive ways.  For example, steam engines and other technologies were held back in development due to a fear of what society would do with slaves that would no longer have back-breaking labor to be sent off to do when machines did that labor for them.

Without the ability to model this sort of cultural impact, it's best we hold off slavery until we have more advanced cultural models.
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dwarf_sadist

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Re: Slavery
« Reply #27 on: March 19, 2011, 02:15:51 pm »

What about torturing said Goblins for info, like when the next siege and the strength of said siege.

What? You mean like waterboarding goblins? Gitmo for gobies?
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GotIt_00

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Re: Slavery
« Reply #28 on: March 19, 2011, 03:19:23 pm »

Without the ability to model this sort of cultural impact, it's best we hold off slavery until we have more advanced cultural models.

I don't know that you would have to model that impact at all, as the player's choices would do so. Take your example of mechanization for instance. Don't need crundles to haul buckets of water anymore? Into cages they go, and then down the magma chute. This player behavior would model cultural impact, as that fort just became one built upon oppression and genocide. The dwarfs don't need to be coded to know it--the player already does.

It's still a very interesting point you make.
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Girlinhat

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Re: Slavery
« Reply #29 on: March 19, 2011, 03:26:55 pm »

An easier way to say it is "The player is the culture."  If a culture would normally be afraid of a slave uprising, you'll see the player be afraid of it instead, and the player will add military patrols or weapon traps inside their own fort.  The only thing really needed, is moods for the dwarves.  If they see a slave moving on its own somewhere, "Urist McDwarf was worried to see an unescorted slave lately."  But if the slave is being watched over by an overlord or a soldier is patrolling nearby, "Urist McDwarf was relieved to see a soldier escorting a slave lately."  Perhaps some slaves should be exempt though.  An elf that is captured, and trained in a special structure, could become a domestic slave (preferably, requiring the use of a chain or two attached to the neck, hands, or feet) and that slave could move freely around the fort and do menial jobs like putting socks into cabinets or cleaning floors.  These wouldn't give bad thoughts, because they're domestic servants.  The goblins assigned to the treadmills and stone hauling, those guys are scarier and wilder.
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