Archmage Rises

Archmage Rises

LordYabo  [developer] Jun 8, 2017 @ 12:29pm
Slavery & Daenerys Anti-Slavery
Elsewhere leofiniarel asked:
Originally posted by leofiniarel:
i would like to know more regarding eventual anti slavery quests that i once asked about on you tube, i am dying to know how much i ll be able to be a male mage version of Daenerys going around and kicking slavers

We have slavery in the game as a way to make interesting moral choices. There are economic benefits to slavery, but also side effects. We want to make the world open enough for people to be truly heroic or truly villainous.

Gameplay wise, any NPC can end up a slave. The player simply attacks, do non-lethal damage, capture them. They then use their dungeons to "break" them. A broken slave can be sold for more than an unbroken one to a slaver. Or, once broken, they can be put to work on your lands instead of hiring workers. Or instead of breaking them the player can ransom them.

Any slave the player owns can be set free. The player can then choose to employ them as a worker or send them free. Humanoids (ogers, goblins, draconians) cannot be workers, they are either slaves or free and go home.

To be the great emancipator the player can buy slaves and then free them.

There could be "edicts" set by the town Lord Mayor that allows or disallows slavery in the town. This could provide the player motivation for changing who is mayor.

I haven't yet thought about how else to do it. Help me out, how would you like to see it play out?

PS. This isn't slavery exactly, but perhaps related:
When a town is raided by humanoids they may take captives. These NPCs are then rescueable by the player. It's up to you as to whether you free them, or simply move them to being held captive by you (ala Sansa Stark... poor girl can nothing go right for her?!).
Last edited by LordYabo; Jun 8, 2017 @ 12:29pm
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Showing 1-8 of 8 comments
leofiniarel Jun 8, 2017 @ 1:52pm 
Very interesting, maybe world system on slavery, so that you can if you try to be a great emancipator seek to achieve the objective of having a kindom law that disallaws slaver and in the mean time you can try to make it illegal locally
LordYabo  [developer] Jun 8, 2017 @ 7:19pm 
Originally posted by leofiniarel:
Very interesting, maybe world system on slavery, so that you can if you try to be a great emancipator seek to achieve the objective of having a kindom law that disallaws slaver and in the mean time you can try to make it illegal locally
Ya, i hadn't thought about it much till you brought it up. I thought more mechanically about how to get people into slavery than how to get them out. So good for you to stump the devs! :steamhappy:
willsama974 Jun 8, 2017 @ 11:32pm 
Both "branches" should be rewarding in their own way (replayability):

Slaver:
You get cash and labour workers. Freeres hate you.
Slaves could try to escape, not be 100% efficient like a real motivated free worker, turn their back on you during battles (or just protect their asses instead of listening to your commands).
Broken slaves should be even less efficient but have lower/no chances to escape or act freely.

Freer:
You get friends and commoners like you more. Slavers hate you.
Some of the people you free should ask to follow you, those would be 100% efficient and could even go over the 100% if they create a stong enough bond with you (power of friendship/trust/love...pick the one you see fit).

In that case i would treat mercenaries or anyone only working for his/her/it pay to be under 100% efficience and have a low chance to leave/not work well for x days/prefer to flee/fully defend.

Those hired NPCs could of course shift status along the journey:
Niro, that merc you hired a week ago just fled in the middle of the battle with Kuru the Cyclop. After defeating the giant you hunt down Niro in the tunnels, finaly grab him and turn him into a slave...

That's how i see it affecting NPCs, like a temporary status modifying their stats and the way they act.

On the world scale now:

Each settlement should either be Slaver/Neutral/Freer.
Slaver and Freer always have tough relations at best. Neutral can't be good with both Slaver and Freer. When Neutral gets better with Slaver (+10) he also gets worst with Freer (-5).

Caravans of slaves could travel the land, passing through Slave and Neutral settlements only. Giving a chance to:
- Slaver players to hire more workers or make a small profit along the way.
- Freer players to test their spells and weapons. Maybe to even get a follower or two if successfull...
leofiniarel Jun 9, 2017 @ 1:15am 
Lord Yabo, Happy to help the birth of the Archmage paths!:steamhappy:
leofiniarel Jun 9, 2017 @ 1:16am 
willsama974 Yeah that would be a very good system
LordYabo  [developer] Jun 9, 2017 @ 8:36am 
Originally posted by willsama974:
Both "branches" should be rewarding in their own way (replayability):

...

On the world scale now:

Each settlement should either be Slaver/Neutral/Freer.
Slaver and Freer always have tough relations at best. Neutral can't be good with both Slaver and Freer. When Neutral gets better with Slaver (+10) he also gets worst with Freer (-5).

Caravans of slaves could travel the land, passing through Slave and Neutral settlements only. Giving a chance to:
- Slaver players to hire more workers or make a small profit along the way.
- Freer players to test their spells and weapons. Maybe to even get a follower or two if successfull...

Thanks for thinking this through for us. I'm going to try and put it in. Especially how slavery affects town-to-town relations. The slaver caravan is similar code to our regular traders so i should be able to do that too, so the player can find out where the caravan is going and interrupt it. I'm thinking a bit like intercepting a ship in pirates.
leofiniarel Jun 9, 2017 @ 8:41am 
Originally posted by LordYabo:
Originally posted by willsama974:
Both "branches" should be rewarding in their own way (replayability):

...

On the world scale now:

Each settlement should either be Slaver/Neutral/Freer.
Slaver and Freer always have tough relations at best. Neutral can't be good with both Slaver and Freer. When Neutral gets better with Slaver (+10) he also gets worst with Freer (-5).

Caravans of slaves could travel the land, passing through Slave and Neutral settlements only. Giving a chance to:
- Slaver players to hire more workers or make a small profit along the way.
- Freer players to test their spells and weapons. Maybe to even get a follower or two if successfull...

Thanks for thinking this through for us. I'm going to try and put it in. Especially how slavery affects town-to-town relations. The slaver caravan is similar code to our regular traders so i should be able to do that too, so the player can find out where the caravan is going and interrupt it. I'm thinking a bit like intercepting a ship in pirates.

This is great!
willsama974 Jun 9, 2017 @ 9:27am 
Originally posted by LordYabo:
Thanks for thinking this through for us. I'm going to try and put it in. Especially how slavery affects town-to-town relations. The slaver caravan is similar code to our regular traders so i should be able to do that too, so the player can find out where the caravan is going and interrupt it. I'm thinking a bit like intercepting a ship in pirates.
Sounds great, hope it doesn't add too much crazy work.
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