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Re: Population Morale and Slavery
Posted: Wed Aug 17, 2016 4:58 pm
by SirDamnALot
I recently bought some human slaves from some Gremak freelancers and had them delivered to my doorstep (great service!).
I was just wondering why the transport ship was flying with my colors and not theirs?
They had an example transporter in their red-yellow parked in orbit of their planet.
(I know, incredible minor thing, but I am a silly moo

)
Re: Population Morale and Slavery
Posted: Wed Aug 17, 2016 5:33 pm
by sven
SirDamnALot wrote:I recently bought some human slaves from some Gremak freelancers and had them delivered to my doorstep (great service!).
I was just wondering why the transport ship was flying with my colors and not theirs?
The service is not as great as you assume

The delivery is made using your own transports; so if you try to buy slaves without a sufficiently large transport pool, the Marauder leader will politely suggest that you build more ,and then get back to him. (It works this way because it makes the coding easier. If the Marauders do their own delivery, then I'd need to code special case logic for cases where the two of you started a war, or they got eliminated by a third faction, etc.)
Re: Population Morale and Slavery
Posted: Wed Aug 17, 2016 7:26 pm
by SirDamnALot
sven wrote:
The service is not as great as you assume

The delivery is made using your own transports; so if you try to buy slaves without a sufficiently large transport pool, the Marauder leader will politely suggest that you build more ,and then get back to him. (It works this way because it makes the coding easier. If the Marauders do their own delivery, then I'd need to code special case logic for cases where the two of you started a war, or they got eliminated by a third faction, etc.)
Damn, I thought the price included free shipping
Another funny thing, the slaves I bought, made my other human citizen unhappy ("you bought slaves") which is understandable.
At their destination, I freed the slaves because they seemed me more usefull as full citizens. Which made my Enfi population slighty happy. ("hail the great liberator")
At the beginning of my game, I could not ship Enfis to my new colonies, but now I can. I'm not sure if this is a result of the freeing or a bugfix.
Re: Population Morale and Slavery
Posted: Sat Aug 20, 2016 11:20 am
by sven
SirDamnALot wrote:
At the beginning of my game, I could not ship Enfis to my new colonies, but now I can. I'm not sure if this is a result of the freeing or a bugfix.
Bugfix

Re: Population Morale and Slavery
Posted: Sat Aug 20, 2016 8:36 pm
by SirDamnALot
Game 1226, Dev R16742
I invaded Alioth and was happy to find the Thresher client race. They were still upset about the whole invasion thing (they even fought in the defense) but they had no problem being shipped to other planets. Maybe the Enfi fix made everbody too travel happy

Re: Population Morale and Slavery
Posted: Sat Aug 20, 2016 11:04 pm
by Arioch
SirDamnALot wrote:Game 1226, Dev R16742
I invaded Alioth and was happy to find the Thresher client race. They were still upset about the whole invasion thing (they even fought in the defense) but they had no problem being shipped to other planets. Maybe the Enfi fix made everbody too travel happy

Most population will travel unless they are unhappy enough to make them "discontent", at which point the icon changes and they stop producing resources.
Slaves will always travel and work, regardless of their morale.
Re: Population Morale and Slavery
Posted: Sat Aug 20, 2016 11:11 pm
by SirDamnALot
Arioch wrote:
Most population will travel unless they are unhappy enough to make them "discontent", at which point the icon changes and they stop producing resources.
Slaves will always travel and work, regardless of their morale.
Ah I see, they must be in the rebellious state, I thought any negative morale would be enough. Yes, makes more sense like you describe it =)
Re: Population Morale and Slavery
Posted: Wed Nov 23, 2016 8:17 pm
by bjg
I've tried to raid an independent planet. It's said that two "units" (the entire population) where captured, but I couldn't find those slaves, and the planet's population didn't change (nor the planet's ownership). Is this a bug? Is the raid mechanic not fully implemented?
Re: Population Morale and Slavery
Posted: Wed Nov 23, 2016 9:02 pm
by Arioch
bjg wrote:I've tried to raid an independent planet. It's said that two "units" (the entire population) where captured, but I couldn't find those slaves, and the planet's population didn't change (nor the planet's ownership). Is this a bug? Is the raid mechanic not fully implemented?
If it's working properly, the captured slaves should be loaded aboard the vessel that was transporting the raiders alongside them. Check the ship status screen to see if they're there.
Re: Population Morale and Slavery
Posted: Wed Nov 23, 2016 9:36 pm
by bjg
Arioch wrote:bjg wrote:I've tried to raid an independent planet. It's said that two "units" (the entire population) where captured, but I couldn't find those slaves, and the planet's population didn't change (nor the planet's ownership). Is this a bug? Is the raid mechanic not fully implemented?
If it's working properly, the captured slaves should be loaded aboard the vessel that was transporting the raiders alongside them. Check the ship status screen to see if they're there.
Since the population of the planet hadn't change I didn't think it was working properly, rolled back and invaded the planet instead. Will try to go back several turns and repeat the raid.
Update: game_1544, game_1545 - the slaves are on the transports, and the next turn I've got another two from the same (two population) planet. Seems like I've found an unlimited source of free (no morale penalty with humans) slaves.
Thanks for the explanation anyway.
Re: Population Morale and Slavery
Posted: Wed Nov 23, 2016 9:59 pm
by sven
bjg wrote:
Update: game_1544, game_1545 - the slaves are on the transports, and the next turn I've got another two from the same (two population) planet. Seems like I've found an unlimited source of free (no morale penalty with humans) slaves.
Thanks for these uploads. The bug/exploit should be fixed soon.
Re: Population Morale and Slavery
Posted: Wed Nov 23, 2016 10:38 pm
by bjg
sven wrote:bjg wrote:
Update: game_1544, game_1545 - the slaves are on the transports, and the next turn I've got another two from the same (two population) planet. Seems like I've found an unlimited source of free (no morale penalty with humans) slaves.
Thanks for these uploads. The bug/exploit should be fixed soon.
Wondering what are you planning to do if raiders can catch all the population.
Don't allow it? Abandon the planet? Give the planet to the player sending raiders and leave the captured slaves on it?
I'd prefer the third option.

Re: Population Morale and Slavery
Posted: Wed Nov 23, 2016 11:05 pm
by sven
bjg wrote:sven wrote:bjg wrote:
Update: game_1544, game_1545 - the slaves are on the transports, and the next turn I've got another two from the same (two population) planet. Seems like I've found an unlimited source of free (no morale penalty with humans) slaves.
Thanks for these uploads. The bug/exploit should be fixed soon.
Wondering what are you planning to do if raiders can catch all the population.
Don't allow it? Abandon the planet? Give the planet to the player sending raiders and leave the captured slaves on it?
I'd prefer the third option.

In the current build, we don't allow it (and this is actually the root cause of the bug). My plan is to change the rules so that the planet is abandoned. (In my mind, giving the planet to the raiders kinda goes against the whole notion of what a 'raid' is about. If what you want is to conquer a world and turn its people into slaves, you should be able to do that by launching a conventional invasion, and then unloading sufficient troops to give you the option of enslaving the survivors.)
edited by sven: Looks like I was wrong about the nature of this bug. The problem wasn't that the planet was failing to be abandoned, the problem was that human refugees weren't properly being captured by slavers. Should be fixed in r18311.