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RimWorld => Ideas => Topic started by: ImNatalie on December 14, 2014, 08:18:05 PM

Title: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on December 14, 2014, 08:18:05 PM
    As for the title, I didn't want to make two separate topics too clog up the feed. Personally, I would like the slave option much better than the breeding option. If you're trying to keep a family-friendly gaming atmosphere, sure leave out the breeding; however, violence is already in the game, so obviously this isn't for little kids. I believe that teenagers and older people would appreciate adding on to the colony without kidnapping people. I am not asking for porn or any special animations, I just want to expand my colony in a nice way instead of incapacitating blood-thirsty murderers to add them to my colony. BEFORE YOU REPLY, Please keep in mind that I KNOW the Breeding thing is ridiculous. Don't post negative feedback on the breeding part. I am keeping it up for suggestions to this suggestion, but I WILL NOT have people insulting this idea.
 
   I was thinking that maybe instead of working the wardens to death trying to recruit everyone, you could possibly have slaves. Instead of letting those pesky raiders into your homes, you could go in their prisoner tab and mark them as slaves. As soon as their marked as a slave, they can be moved to a slave marked bed or something. Then their short lives will be occupied with growing plants and cleaning the floors. Another point, slaves can only walk around in Home Zones. Or perhaps we could be like Paradise Falls in Fallout, and use slave collars..? This way, slaves won't be running off to the edge of the map screaming 'bloody murder'. You would have them work, but you can sell them at your leisure. Prisoners just drain food and time, so why not make them earn their food? I mean, it's ridiculous that someone who was knocked out or kidnapped by a colony would want to join that colony. This isn't the Imperials in Skyrim. Anyways, this way you don't treat your colonists as slaves; you would just have real slaves to do that for you.

    On the point of breeding, perhaps you could make two colonists have a kid. They could have a kid, and that baby will have a time frame where they can't work because obviously they're just a kid. With a cooldown rate, so they can't be like Adam and Eve and just keep making babies non-stop because that would take the challenge out. The two 'love-birds' would share a royal bed, as this would provide a more important purpose for the royal bed. This would allow genders to have actual purpose. Another point would be that age would factor into it. A colonist under 18 cannot have kids, and colonists over about 45 years old can't have kids either. (This is a very realistic proposal, as human anatomy shows most women stop producing...kids at a certain age.) This would make it more difficult to have kids because the age gap is very hard to secure. (As I should know, I have one colony with people only 50+ years old.) Therefore, age has a purpose as well.

I know this is somewhat complex. However, it's a realistic idea, right?
Anyways, that's a more immersive idea.
Please don't reply saying the breeding makes it Sims. Because that's bullshit.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: TheOcean on December 16, 2014, 09:22:14 AM
Good idea. I always wanted to force the prisoners to carry rocks in one place. Two colonists on guard in case of escape.


Babies is idiotic things. Totally worthless how much you want wait for new colonist? min 14 years in my opinion. This no make sense.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Mekintos on December 16, 2014, 10:06:48 AM
The concept of slavery is really great. But babies? No way, this would ruin the game. Im not a sim fan.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Nietzschean on December 16, 2014, 06:09:28 PM
I like your ideas. The urge to procreate, even on a horrible rock as a rimworld, is still there. I'd think it would add difficulty to the game before helping. Children are a handful.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Mikhail Reign on December 16, 2014, 10:13:55 PM
Most colonies only last a couple of years, if that. How would children have any impact? You would be lucky to raise one to toddler in that time...
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: tommonius on December 17, 2014, 08:21:13 PM
Quote from: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D

indeed good sir, if the do not want the lash they can move rocks around! they could automatically be equipped with an explosive collar to ensure they do not try to run. Have a tower built that broadcasts a signal for example and if they move to far away, BOOM!
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Oga88 on December 18, 2014, 07:17:43 AM
Quote from: tommonius on December 17, 2014, 08:21:13 PM
Quote from: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D

indeed good sir, if the do not want the lash they can move rocks around! they could automatically be equipped with an explosive collar to ensure they do not try to run. Have a tower built that broadcasts a signal for example and if they move to far away, BOOM!


thats like the movie «The Running Man», 1982 and make them play games :)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ZestyLemons on December 18, 2014, 07:29:33 AM
I don't really like the idea of babies/kids. They were never useful in similar games like Dwarf Fortress (where their only purpose was to get horribly and brutally murdered by some freak accident and cause dwarves to spin out into tantrum spirals).

Plus the longest game I've had in RimWorld was about 4 years long, and the raids at that point are absolutely brutal on 60%/100% difficulty on pretty much any storyteller. I don't even know if you could survive for 18+ years in RimWorld, it'd definitely be a feat to not only last that long, but also make sure that the kids you're raising also don't die from raids, sickness, starvation, hunting accidents -- a lot can go wrong in 18 years of RimWorld.

Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Matt NA on December 18, 2014, 12:32:50 PM
Quote from: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D
Yeah i think this would be awesome. Its a pain to have to set colonists completely aside to make them haulers or cleaners. It would be great to have some prisioners do the dirty work instead of just sleeping all day and taking my food. Not to mention the time it takes for my colonists to feed them and talk to them all day. If they could feed themselves it would free up a lot of time
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: tommonius on December 18, 2014, 01:01:10 PM
Quote from: Oga88 on December 18, 2014, 07:17:43 AM
Quote from: tommonius on December 17, 2014, 08:21:13 PM
Quote from: ImNatalie on December 16, 2014, 10:39:07 PM
Okay, yes. The procreating is a bit far-fetched, but SLAVERY is obviously a great idea.
Am I right?  ;D

indeed good sir, if the do not want the lash they can move rocks around! they could automatically be equipped with an explosive collar to ensure they do not try to run. Have a tower built that broadcasts a signal for example and if they move to far away, BOOM!


thats like the movie �The Running Man�, 1982 and make them play games :)

If possible I want to make an arena to make people fight, this would be good to raise melee skill, have my loyal soldiers of the colony practice their skills on my gladiator slaves.

just make a room, have some seats and have an option to order both colonists to attack the other. Might have a few knife fights and the loser is harvested for their organs and sold into slavery.

Yea I play mine as a true tyrant, and role play that the raiders are trying to stop me  ::)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on December 18, 2014, 05:31:53 PM
Yeah. I'm thinking of removing the breeding portion of the suggestion.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: keylocke on December 19, 2014, 12:29:20 AM
Quote from: ImNatalie on December 18, 2014, 05:31:53 PM
Yeah. I'm thinking of removing the breeding portion of the suggestion.

i think it's fine. the idea of building a harem is just too tempting (for an evil colony). someone might actually get inspired to mod it.. lol..
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on December 21, 2014, 08:52:36 AM
THANK YOU, Keylocke and Nietzschean! I'm glad both of you were really nice and you accept both of my ideas. I understand that breeding last too long, but it's just a suggestion.

What if by adaptation that we grow up faster?? Hmmm??
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Noobshock on December 23, 2014, 11:38:50 AM
Forced labor would be awesome, with perhaps a negative mood effect on SOME colonists - not all. See "end forced morality" thread https://ludeon.com/forums/index.php?topic=8451.0
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: TrashMan on December 24, 2014, 02:28:48 AM
Yes to both.

Babies can work, but at at an accelerated growth rate. Easily explained by genetic tampering all humans who went to space get.
At 7x growth rate it would take them 2 years to reach 14 years of age. You can fiddle with the numbers. Ideally, you'd have a curved growth rate (extreemly fast in the begining then slowing down to normal until it reaches 20 years)
so in 1 year a child grows 10 years
in the next year it grows 5
In the next it grows 3
from then on it's normal.
Alternatively, a growing vat that you can research. You can have babies without it, but growth will be slow.

For slaves, an explosive collar. That reduces any chance of rebellion and ensures a slave won't try to escape.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on December 24, 2014, 08:52:33 AM
Oh my gosh!
Thank you TrashMan!! That's a wonderful idea. I love it.
When I said adaptation in one of the post that is exactly what I meant: ACCELERATED GROWTH.
FINALLY, someone understands.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Eleazar on January 15, 2015, 11:50:10 PM
Quote from: ZestyLemons on December 18, 2014, 07:29:33 AM
Plus the longest game I've had in RimWorld was about 4 years long, and the raids at that point are absolutely brutal on 60%/100% difficulty on pretty much any storyteller. I don't even know if you could survive for 18+ years in RimWorld...

And that's into the part of the game that hasn't been slightly balanced. And the month was recently shortened to 12 days.  The game's timescale may very well change.  Also just like crop maturation, growing up could take less time.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Bullfrog1 on January 16, 2015, 12:19:50 AM
Re. Babies

I'd actually like to see children in the game, it would be a stress on resources and maybe have some sanity buffs/debuffs to the colonist: "Oh they had a baby. Congrats!" vs "This baby wont stop waking me at night"

It would be a interesting dynamic, specially on colder climate maps where food is needed more and you have another mouth to feed. That said, they should be a member of the work force at a young age... They shouldn't have to wait to turn 18 in a uncivilized colony that's striving to survive.

The only draw back for some people is that it could cause some pretty dark scenarios. That's fine with me, I fully expect the game to be dark.

Re. Labor camps

As long as it's not something for nothing. There should be some debuffs... specially to the prisoners, but to some colonist as well.

Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Johnny Masters on January 16, 2015, 01:11:27 AM
Babies are the kind of thing that grows on you after some time
ba dum tsss

No, but really.  I kinda want it now to have a breeding system in the game, as the game becomes less like an wave defense game.

Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: StorymasterQ on January 16, 2015, 01:32:07 AM
Quote from: Johnny Masters on January 16, 2015, 01:11:27 AM
Babies are the kind of thing that grows on you after some time
No, you're thinking of a yeast infection :D
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Johnny Masters on January 16, 2015, 02:06:21 AM
Quote from: StorymasterQ on January 16, 2015, 01:32:07 AM
Quote from: Johnny Masters on January 16, 2015, 01:11:27 AM
Babies are the kind of thing that grows on you after some time
No, you're thinking of a yeast infection :D

Hey, that doesn't sound bad either
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Kaelent on January 16, 2015, 02:32:56 AM
I admit. I read the topic and immediately thought of Emmie the Sex Slave. Does that make me bad?

I think colonies are a bit too hostile for children with all the attacks by raiders, mechanoids, and rabid squirrels. Staying away from them is probably for the best.

All for making prisoners do dumb labor though. Cutting wood and mining come to mind. Hauling would be a hit cumbersome as you would need some way for a single warden to track prisoners as they trek all over your based at which point the warden may as well do the hauling themselves. Actually, just look at prison architect (they have the same pawns already) and can make jobs like that. Having prisoners pump out cheap trade goods would be hilarious and productive. 
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Johnny Masters on January 16, 2015, 03:06:47 AM
ignoring kids is the kind of political correctness shi* that pisses off. Fallout 1&2 had kids and no one turned into a child killer because you could kill one. They give verisimilitude to the world and, in this case, perpetuation.

There are workarounds, like making children not targetable by raiders (they simply get kidnapped).
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: SuperCaffeineDude on January 16, 2015, 04:14:34 AM
Yeh i'd like to see children added, that a game can't really last beyond four "years" is problem to be addressed, not necessarily a problem with the idea itself. Honestly right now we currently can hire turncoats with no negative consequences and have colonists literally falling out of the sky to meet our demands for more workers. Babies-Children would be a nice change of pace and fills in the age-old survival clich� of their being one very inconveniently pregnant lady to deal with. If you want to have them abort it or leave it out in the wilderness alongside brain-dead Val and mentally challenged Hayhouse that should be your call (though no one should like it), but in terms of usefulness children could provide a happiness boost receive a learning boost and work(slowly) from a younger age, say 7. To me Rim-World is a colony simulator not a factory/tower-defence game.

I'm defiantly in favour of prison sweat-shops, although yeh its hard to imagine them doing anything but crafting, so I've no clue what else they'd be doing and how that would be managed without either having guards escorting them, or yeh explosive-collars.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Bullfrog1 on January 16, 2015, 04:53:50 AM
Quote from: SuperCaffeineDude on January 16, 2015, 04:14:34 AM
To me Rim-World is a colony simulator not a factory/tower-defense game.


This. So much this.

Right now the game seems to be a lot of reading prisoner resumes to only recruit the best and building tower defense kill boxes. You can pretty much control the level of inconvenience or flat out risk to the colony by doing those two things(additionally building into a mountain). It makes the game stale. Having internal issues like 'suddenly your colonist is pregnant and can't work' would be a nice way to liven things up.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on January 17, 2015, 10:04:29 AM
I love how all the topics I make turn in to really long debates about how unbalanced it would be or how unpractical it would be. Just lovely.

Anyways, If you had read my slavery idea thoroughly, I suggested slave collars and that they may only walk in Home Zones. Which if you don't use home zones, I'm hoping a fire destroys your whole colony.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Noobshock on January 17, 2015, 10:11:31 AM
I agree with the premise. Eventually it would be nice to be able to use prisoners for some type of controlled activity, and if not babies at least relationships with all the kinds of effects they can have on colonists.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Johnny Masters on January 17, 2015, 03:06:53 PM
Quote from: ImNatalie on January 17, 2015, 10:04:29 AM
I love how all the topics I make turn in to really long debates about how unbalanced it would be or how unpractical it would be. Just lovely.

Or how they could be balanced or practical (and fun) ;)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Sartain on January 20, 2015, 06:16:31 AM
So everyone's all "no, babies are useless because the game doesn't last long enough for them to grow up and be useful, contributing members of society" and I can't help but think that's exactly why they'd be awesome :D

I imagine it could work something like this:
Babies need to be fed, obviously. I'm thinking Nutrient Paste for the first couple of years and then regular meals like everyone else when they go from "baby" to "child". This would be a job that either of the parents would handle automatically, much like the Warden feeds prisoners. Alternately, a Communal Creche type of area could be available to build/zone and Childcare could be a job certain colonists were assigned to (this might also be the place where you build your Growth Enhancer, which I'd think should be a rather expensive, researchable feature).
Babies would also need a source of textile available for sanitary needs until they become older and magically stop pooping like the other colonists.

Babies and older children would be beneficial in terms of them both giving a rather large mood bonus to all colonists, so long as they're alive and healthy and an even larger bonus to their parents. Because children are the future, bundles of joy, etc etc. Of course, they might also be able to spawn negative mood effects sometimes (tantrums, keeps people up at night, stuff like that).

On the other hand, sick children would give a mood penalty and children who died would give a large mood penalty to the entire colony and a permanent, large mood penalty to the parents. Maybe the mood penalty would be fixable in case stuff like Psychology or mental treatments become part of the game.

Older children might also be able to handle some simple tasks like Hauling and Cleaning and once they reach a certain age (I'd say around 10-12 or so since it's a harsh colonial life where you need to learn to carry your weight ASAP) they'd grow into regular colonist with minimal skills (possibly affected by parents/Childcare colonists) and ready to learn.

Edit: Thinking about it, "homegrown" children should probably be more skillful to make up for the large investment of time and resources in them. Children grown with the Growth Enhancer (double aging speed?) would grow up to be useful faster, but not be as skilled since they haven't had as much time to learn.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: DaveP on January 22, 2015, 10:00:31 PM
I was at first against the baby idea because of the normal human maturation timescale, but then the accelerated version was mentioned, and yes, could be interesting.  Also, suddenly incapacitating one of your colonists for this purpose is great - but as opposed to a disease, there are more potential choices at the end.

Hell, you could even go to extremely dark territory by making a 'terminate pregnancy' option in the medical bills, with the appropriate enormous mood loss by the expectant mother and father.

Or, give psychopath colonists a mood -boost- from children getting killed by rabid squirrels?

And for all those referencing explosive slave collars...I hope you're drawing said reference from Fallout and not Star Wars.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: thatguy1023 on January 22, 2015, 10:23:13 PM
if the pregnancy thing is implemented i would think that you could assign the child to a colonist the learn the skills the s/he is using like hunting increases gun skill, mining and crafting does the obvious etc etc and if they eat human meat they get used to it along with seeing a prisoner getting executed by the warden
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: TrashMan on January 23, 2015, 06:15:32 AM
Babeis cna work with some creative thinking.

Genetic modification for all human spacers (fast growth), change of time scale (1 day = 1 week), etc, etc...
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Sartain on January 23, 2015, 06:33:55 AM
Quote from: TrashMan on January 23, 2015, 06:15:32 AM
Babeis cna work with some creative thinking.

Genetic modification for all human spacers (fast growth), change of time scale (1 day = 1 week), etc, etc...

Or, as has already been suggested, have them grow at a normal pace but with the option to build stuff (or have it as a medical procedure) that enhance their growth speed.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on January 23, 2015, 08:17:51 PM
Quote from: DaveP on January 22, 2015, 10:00:31 PM

And for all those referencing explosive slave collars...I hope you're drawing said reference from Fallout and not Star Wars.

Both are awesome. Don't even hate on Star Wars.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Ieatkebabs on January 26, 2015, 03:08:30 AM
The breeding could work is the women had been implanted with speeding up growth device due to a population decline on earth and this could speed up child growth to 1 week = a year and give a use to teachers to teach them skills. But there could still be legit babies at 1 month is a year. And the legit ones will end up with better skills due to longer in a school whereas the genetically enhanced ones would grow quicker (growth spurt ends at 18) they will not have the developed skills the others have. This device however could have an increased chance of miscarriage and bad traits while legit has less chance of miscarriage and has a small chance of bad and good traits
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on February 05, 2015, 10:47:24 PM
Well I don't know if it has to be so advanced and complicated...
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: 200Down on February 06, 2015, 02:41:04 PM
Procreation on a random level completely controlled by the story teller. Bahaha, Randy Random would really come into his own then eh. Or how about an event that pops up saying something about two of your colonists falling in Wuv. Would you like to allow conception between the newly found wuvvvers Mr. weirdo that wants kids in a combat game? Options baby... OPTIONS.

But on a serious note I do think procreation is a nice idea but we'll have to see what kind of relationship system we get first. Then we'll have some foundation to base this on  :)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Eliijahh on February 06, 2015, 09:53:27 PM
I don't understand why babies should only be seen as a "bonus"? You are way too gamey people!!

Dude+woman= (after a while) 1 baby.

Then the fact that after a few years you can use it to help you carry boulders around, well, that's another thing.
Having babies you have to take care of is actually a really good idea. It makes a relationship system much more meaningful and it gives the player another thing he has to take care of............................... if he wants to. (sell babies to cannibals to make them friendly?)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: 200Down on February 09, 2015, 09:27:17 AM
The more you call it "having babies" the more I think it's twisted as hell to want to babysit a kid in this game... would have an entire graveyard full of 2-year-olds just because of hunting accidents  :o

Few days later threads are full of DUDE!! The babies need a BUFF man wtf!?!?
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Johnny Masters on February 09, 2015, 12:27:22 PM
Quote from: 200Down on February 09, 2015, 09:27:17 AM
The more you call it "having babies" the more I think it's twisted as hell to want to babysit a kid in this game... would have an entire graveyard full of 2-year-olds just because of hunting accidents  :o

Few days later threads are full of DUDE!! The babies need a BUFF man wtf!?!?

Don't we all want more variation on challenges instead of more raiders?   :D
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: OpposingForces on February 09, 2015, 03:02:19 PM
tynan has mentioned in the past adding relationships and i think kids. but how would one go about  dealing with said children? my guess would be some sort of accelerated growth such as gene mod therapy to accelerate growth, or some nursery object that spits out young adults.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Vexare on February 09, 2015, 03:31:59 PM
Quote from: TrashMan on December 24, 2014, 02:28:48 AM
Babies can work, but at at an accelerated growth rate. Easily explained by genetic tampering all humans who went to space get.
At 7x growth rate it would take them 2 years to reach 14 years of age. You can fiddle with the numbers. Ideally, you'd have a curved growth rate (extreemly fast in the begining then slowing down to normal until it reaches 20 years)
so in 1 year a child grows 10 years
in the next year it grows 5
In the next it grows 3
from then on it's normal.
Alternatively, a growing vat that you can research. You can have babies without it, but growth will be slow.

This!

It seems like the immediate knee-jerk response I see to these types of threads in reading many is: "omg yuck I don't want the sims!" but I think that's a bit of an over-exaggeration and not very creative or helpful. Why does reproduction have to be a complicated thing with relationships and such? Leave most of that out and just have two of the colonists with the right traits or skills reproduce via the "Vat Grown" methods already mentioned in much of the backstory for some colonists.

Definitely should be a speeded up process. Time is already halved by the fact months are only 14 days long so why do we need to follow traditional 'earth' cycles for gestation? This is the far far future so humans don't need to be limited by a 40 week gestation period! Nor do they really need to take 18 years to grow up. It begs to point out the fact that we've got very young colonists as choices who are already full blown surgeons and leaders. While that doesn't seem 'realistic' to many - what if those kids were geniuses who were genetically engineered that way and reached 'adulthood' at 5 years or something highly accelerated? It could happen!

It also doesn't need messy complicated relationship interactions like The Sims. Villagers in Minecraft make babies if you have enough doors ... seems pretty simple to me - LOL!

Hate to break it to you guys, but this game *is* a human simulator game too, not just a mindless RTS where you have 'squads' you move around on a map with no personalities or needs / desires. Sid Meier's Civilization series and dozens of others spanning back to Age of Empires etc. have that sort of gameplay if all you're looking for is a lot of combat simulation for your colony.

If this game were just another clone of one of those, I wouldn't be playing it. Been there done that enough. I want character depth and storytelling and RimWorld fits that goal very well.

Did you play Banished? It had a very simple reproduction system. Couples moved into houses as you built them and had kids. Kids went to school or became laborers - pretty simple. They grew up fast - obviously the time scale of that game is far faster than Rimworld and a lot more simplistic but you get the idea. It can happen.

I would like to see players consider the possibility of reproduction for RimWorld with an open mind and not immediately have a negative "sims" reaction. There's so much more potential then that.

Now that says absolutely nothing for the coding nightmare I'm sure it produces for Tynan to actually make a reproduction system work but hey, I'm still onboard with it.

As for slavery (which I have less opinion of) I'm all for it if that's the playstyle you want your colony to have. Some colonies might degrade into hive-mind military bases with slave drone workers and that's kinda cool too especially when you have colonist slaves who are pretty dumb, haha.

Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: 200Down on February 10, 2015, 07:39:46 PM
That may work. Now just need some way to limit movement easier with zones like DF had or something. Or they just follow the parent so you only have to control one during fights. Baby leashes... that's the ticket. lmfao I can see the twisted mods already.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Szymanski on February 10, 2015, 08:46:35 PM
I actually like this idea a lot! I'm in love with the dark, realistic side of the game, and I think that implementing these features would amp up the atmosphere!
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Didact04 on February 14, 2015, 08:51:49 PM
Quote from: Mikhail Reign on December 16, 2014, 10:13:55 PM
Most colonies only last a couple of years, if that. How would children have any impact? You would be lucky to raise one to toddler in that time...

Currently the goal of the game is explicitly to leave. The challenges keep scaling, everything keeps pushing, the entire planet is hostile and you don't belong. You want to leave. Its supposed to make you want to leave.

However, in the future, we might get very different scenarios and very different worlds to start on. Maybe you don't want to leave - or, maybe you're hop-scotching your way across the galaxy, stopping for pitstops when the ship runs out of gas and you have to either refuel it or replace the irrepairable parts duct taped onto it. If you're either not going to leave or this is a long-term endeavor, children become a real factor and something to consider.

Plus, what if you land on a world that doesn't have any humans or friendly life forms on it? What if you're on a barren world and only sufficient life support can keep you and your existing colonists alive while the planet itself pushes against you? You need a workforce. You need bodies. You need hands to manage things. And everyone comes with their own body-making machine...or at least, a half of it. Manage for a while on a good world and push deeper into the cosmos. Maybe you'll need those extra workers.

It's something to consider in the future. Besides, even if it was or was not a good idea, anyone with a functional reproductive system would still want to breed. It's something that would have to be physically removed from us to not default to that. (With some exceptions of course, asexuals  very much exist.)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: joao pedro pow on February 15, 2015, 08:01:35 PM
the prisioners is a good idea, but baby? I think the game would look a bit like the sims
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: SuperCaffeineDude on February 15, 2015, 09:56:42 PM
It is a simulator though, an integral part of colony management is managing a population of not only strong able-bodied workers, but cripples, children, elderly and (following off the initial suggestion) slaves.
I think it'd be nice to see, though I doubt it'll come into fruition, though the prisoner work force seems very plausible.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on February 19, 2015, 01:44:57 PM
I don't want you guys to keep saying it will be like the sims, because it won't!
This is a survival game, and the sims isn't. A need to reproduce and lust is still there in survival situations.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: JimmyAgnt007 on February 19, 2015, 01:56:03 PM
Babies are a problem.  I dont think it would turn into the sims or anything but rather take a lot of time.  They would take FOREVER (14 game years) to ever become useful.  Until then what?  constant food and protection, watching others do jobs to learn skills, what about when they get killed?

Vat-Grown is something that happens in rimworld.  So how about a maturation vat.  Two people want a baby. (lets not restrict gender here)  They build a vat and start the cycle.  Neural trainers can be used on it, but you can select pawns to 'teach' whoever is in the vat to transfer skills/traits.  Maybe make the baby bill so you can select what ones that you want.  The more passion the teacher has the more the offspring has a chance at having.  Traits are taken from the parents or the teachers.  In the end the whole process takes maybe a year.  There can also be a direct clone option if you really feel like it.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Vexare on February 19, 2015, 04:15:24 PM
Quote from: JimmyAgnt007 on February 19, 2015, 01:56:03 PM
Vat-Grown is something that happens in rimworld.  So how about a maturation vat.  Two people want a baby. (lets not restrict gender here)  They build a vat and start the cycle.  Neural trainers can be used on it, but you can select pawns to 'teach' whoever is in the vat to transfer skills/traits.  Maybe make the baby bill so you can select what ones that you want.  The more passion the teacher has the more the offspring has a chance at having.  Traits are taken from the parents or the teachers.  In the end the whole process takes maybe a year.  There can also be a direct clone option if you really feel like it.

The "Baby Bill" idea is awesome. Cracks me up! It could be a crafting component and the higher your crafting the better product you produce from the vat! :P

I don't know why people keep getting hung up on the 'time' issue with having kids. You can hyper-grow potatoes in a few days but you're upset realism is lost if a kid matures to an adult in a year or two? ;)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Ciznit on February 20, 2015, 02:42:25 PM
I want to be able to force prisoners to make slave babies.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Vagabond on February 20, 2015, 06:11:42 PM
Hello,

In regard to slaves, I'd say it is a good idea. However it doesn't have to be slavery as the term implies, but rather a work-to-eat  type deal. Shackles would make it all but impossible to escape, and limit them in what they do. A ball-and-chain deal could give them a certain area in which they could work. Farming, quarrying, and mining would be ideal uses for prisoners and low risk. Letting them construct could possibly allow them to sabatoge your structures, while crafting could make and object come out bad or malfunction somehow (ask prisoner A to make a gun because he has high crafting and he might make it so that it blows up in the users face).

In the same regard as slaves, I would also propose that visitors whom consume food should also pick up tasks best suited to their skills out of appreciation for your hospitality.

Reproduction is something I've felt could enrich the game considerably. Vat growing children is certainly an option, however I'd like to point out another option that could work concurrently.

##Time and Aging##

Time: Each day could abstractly represent three months, given real life times on construction and production. The length of a day might need adjusting. A 24 hour clock could have somewhere around 30 seconds to a minute being the length of a game hour. Leasure time would fit in here, basically the way it worked in diggles was when you clicked on a dwarf it had a little clock in the corner with two moveable hands. The hands would be manipulated to decide what hour they start work and what hour they end work. During the time they were off the clock, they would build relationships, eat, sleep, and do little fun things.

Aging: Basically there would be eight age categories, each with interesting aspects. The base time is the standard length of time they are in that age group, the extra day is a "late development" factor. For example: Crawlers have a base time of one day. So they will always be in that stage for at least one day. After that day, the game will "roll" with a 25% chance at a second day. If they get that second day, the third day will be rolled with a 15% chance of them getting it; alternatively it could simply be an RNG, where it will just pick a number from one to three.

Aging could look like this:

Infant
-Infants are unable to do anything; they simply stay swaddled on their mother, which precludes the mother from certain activities.
-Base time, two days. One extra day possible at: 25% chance (Alternative: RNG, 1-2)

Crawler
-Crawlers do nothing but get under other colonist's feet.  X% chance of a dwarf tripping over a crawler when passing.
-Base time, one day. Two extra days possible at: 25/15% chances. (Alternative: RNG, 1-3)

Walker
-Walkers tend to wander off from the home-zone, possibly endangering themselves.
-25% chance to do a light hauling task.
-Base time, five days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG 5-9)

Talker
-Talkers talk. A lot. X% chance to distract another Colonist from their task.
-50% chance to do a light hauling task.
-Base time, twelve days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG, 12-16)

Helper
-Helpers try to emulate the adults. They can do simple tasks like fetching pails of water.
-Can do a light hauling task, and 25% chance to do a medium hauling task.
-Base time, twenty days. Eight extra days possible at: 50/45/40/35/30/25/20/15% chances. (Alternative: RNG, 20-28)

Worker
-Workers start really helping the colony.
-Can do light/medium hauling tasks, and 50% chance to do a heavy hauling task.
-Leave their parent's home.
-Base time, twenty days. Twelve extra day possible at: 75/70/65/60/55/50/45/40/35/30/25/20% Chances. (Alternative: RNG, 20-32)

Breeder
-Able to marry; Each colonist requires a piece of jewelry. There must be an available Private Quarters with a double bed.
-Married Breeders can have children. Pregnancy lasts 3 days.
-Can do light/medium/heavy hauling tasks.
-Become Elders at two hundred days old.

Elder
-No longer work themselves, but instead "Mentor" other colonists, it increases that colonists skill gain and increases production speed. It is much more effective than the "Aid" feature, which allows two colonists to work on a single task to help a less skilled person benefit from a more skilled worker.
-Has a 75%/50%/25% chance to do a light/medium/heavy hauling task.
-After they are 240 days old, they have an acumulative 5% chance per day to pass away.

Just an idea,
Cheers.

P.S: I think the game should be there to allow you to simulate your scenario. Whatever you think up. If you want to escape, building a ship would be priority. If you want to be tribals migrating to the region, so be it.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Mithradates on February 20, 2015, 11:43:54 PM
Quote from: Vagabond on February 20, 2015, 06:11:42 PM
Aging could look like this:

Infant
-Infants are unable to do anything; they simply stay swaddled on their mother, which precludes the mother from certain activities.
-Base time, two days. One extra day possible at: 25% chance (Alternative: RNG, 1-2)

Crawler
-Crawlers do nothing but get under other colonist's feet.  X% chance of a dwarf tripping over a crawler when passing.
-Base time, one day. Two extra days possible at: 25/15% chances. (Alternative: RNG, 1-3)

Walker
-Walkers tend to wander off from the home-zone, possibly endangering themselves.
-25% chance to do a light hauling task.
-Base time, five days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG 5-9)

Talker
-Talkers talk. A lot. X% chance to distract another Colonist from their task.
-50% chance to do a light hauling task.
-Base time, twelve days. Four extra days possible at: 25/20/15/10% chances. (Alternative: RNG, 12-16)

Helper
-Helpers try to emulate the adults. They can do simple tasks like fetching pails of water.
-Can do a light hauling task, and 25% chance to do a medium hauling task.
-Base time, twenty days. Eight extra days possible at: 50/45/40/35/30/25/20/15% chances. (Alternative: RNG, 20-28)

Worker
-Workers start really helping the colony.
-Can do light/medium hauling tasks, and 50% chance to do a heavy hauling task.
-Leave their parent's home.
-Base time, twenty days. Twelve extra day possible at: 75/70/65/60/55/50/45/40/35/30/25/20% Chances. (Alternative: RNG, 20-32)

Breeder
-Able to marry; Each colonist requires a piece of jewelry. There must be an available Private Quarters with a double bed.
-Married Breeders can have children. Pregnancy lasts 3 days.
-Can do light/medium/heavy hauling tasks.
-Become Elders at two hundred days old.

Elder
-No longer work themselves, but instead "Mentor" other colonists, it increases that colonists skill gain and increases production speed. It is much more effective than the "Aid" feature, which allows two colonists to work on a single task to help a less skilled person benefit from a more skilled worker.
-Has a 75%/50%/25% chance to do a light/medium/heavy hauling task.
-After they are 240 days old, they have an acumulative 5% chance per day to pass away.


Jesus, man - You make colonists sound like the Tyrranids.

I vote NO to children, unless the game gets to the Century mark.

And regarding slaves; I would accept slavery, if:

It was not a simple "ur da slave nao" "ok cool" kind of deal. No. Forget that immediately. Either you have taskmasters, overseers, and all manner of cruel people forcing them to do each and every task, with mood penalties and escape plots and all the rest of it - or don't even bother. Oh, and none of this 'shock collar' nonsense. That is as nothing. Chattel Slavery was never a simple proposition, and always required a strong, active hand in keeping the institution alive and the slavers safe.

I would also require Slave Revolt events, and Spartacus-type characters/factions who will come and kill you and take your stuff if you hold slaves (and, of course, your own slaves revolt when this group gets close to your compound). Some (maybe all) non-pirate factions will despise you, and become hostile. I want Mithradates Eupator VI of Pontos Himself to issue a Night of Vespers on your little colony. I want all of your colonists to wake up dead one night. I want the slaves to inherit your property.

Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Vagabond on February 21, 2015, 12:02:14 AM
Mithradates,

How, pray tell, do I make them sound like Tyrannids?

It's a basic mechanical break down of the aging process. . .

And why would everyone hate you? People keep saying slave labor, but in reality they are still prisoners. Using prisoners for labor is nothing new or something to be dispised. Now if you were knocking out friendly visitors for prisoner labor, that would be slavery, but you're already getting relationship loss for that and they will end up hating you and becomming your enemy.  So that is a moot point. People whom are comming to your settlement to kill you are already your enemy so taking their wounded prisoner and using them for labor and maybe or maybe not hiring them on as colonists is more merciful than putting them to death. Their basic needs are obviouslly met, or they die/go crazy, so you're already treating them better than what they were aiming to do to you.

/shrug

Cheers,
Michael
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Mithradates on February 21, 2015, 12:18:00 AM
Quote from: Vagabond on February 21, 2015, 12:02:14 AM

Mithradates,

How, pray tell, do I make them sound like Tyrannids?

It's a basic mechanical break down of the aging process. . .

Haha, I am referring to the names you have given them. 'crawlers', 'breeders', and the like. If you replaced 'Infant' with 'larvae', it could be a life cycle for one of any number of bug-type aliens.

Quote from: Vagabond on February 21, 2015, 12:02:14 AM
And why would everyone hate you? People keep saying slave labor, but in reality they are still prisoners. Using prisoners for labor is nothing new or something to be dispised. Now if you were knocking out friendly visitors for prisoner labor, that would be slavery, but you're already getting relationship loss for that and they will end up hating you and becomming your enemy.  So that is a moot point.

I should think that forcing someone to work in order to eat/continue living (outside of times of true necessity of such) would qualify as slavery; whether they are 'prisoners' or not is of little consequence. The Pirates take slaves. They are the enemies of both the tribes and the towns (and usually each other as well). If you started taking slaves, and word spread, why shouldn't the towns and tribes (or at least those what don't employ slaves - that is not really addressed as of yet) consider you a threat? Oh, sure, you're only enslaving pirates today, but who is to say that a couple of months from now, you won't be taking some tribesmen? Surely they wouldn't make peace with you whilst you held their people in bondage...and the other towns? Again, that would probably need to be fleshed out more. It depends on what each town does.

I hold basically the same position on slavery as I do on cannibalism. It should be largely detested, and while there should be factions who engage in these activities (minor - randomized), there should be some serious consequences for doing so. And, at least in the case of slavery, it should be difficult. Enslavement shouldn't become an 'easy' substitute for convincing people to join your colony.

Quote from: Vagabond on February 21, 2015, 12:02:14 AM
People whom are comming to your settlement to kill you are already your enemy so taking their wounded prisoner and using them for labor and maybe or maybe not hiring them on as colonists is more merciful than putting them to death. Their basic needs are obviouslly met, or they die/go crazy, so you're already treating them better than what they were aiming to do to you.

I don't know about that. Usually, the pirates and tribesmen incapacitate my colonists and try to kidnap them. I assume that they would be enslaved or forced to join. I imagine that the only real difference is that we're doing it to them rather than the other way 'round.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Vagabond on February 21, 2015, 01:03:45 AM
Mith,

I think there is a huge difference in pirates invading colonies to capture people for slaves, putting anyone in their way to the "sword" so to speak, and colonist using prisoners for penal Labour. Why would any of the factions have any worry about you all the sudden turning into the aggressor and trying to capture them? Especially since you usually maintain good relations with anyone who isn't hostile with you first. If you do anything (kill/capture/ect) to a neutral or friendly, you get a relationship hit. So you're already penalized for trying to become the aggressor. I don't see many colonies doing that when there are easier ways to get penal labor (the sheer volume of attacks on colonies).

It is a more just form of punishment for trying to rape and pillage your colony than just letting them sit in a cell and eat your food.

Cheers,
Michael
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Vexare on February 21, 2015, 02:13:55 PM
I agree that it's easier to take the captives of your enemy, but if you wanted to run a truly large-scale slave trading and production operation (think evil slave trade plantation) then your leaders are going to eye easier prey, their friendly next door neighbors. Of course they will no longer be friendly, but their members will be easier to pick off than the heavier armed pirates and the mass numbers of tribals, right?

I was toying with forming a three-man slave-trade operation just before A9 hit and will likely pick it up once this build smooths over a bit or moves on (it's a little rougher than A8). My three chosen starter colonists will all have traits making them ideal for pirating and trafficking humans. Since there's no game mechanic for holding enemies or captives as working slaves, I will have to 'convert' them all to the way of the plantation via my three high social and shooting (hehe) skilled starters. These guys won't care if it's their friendly neighbors or pirates, all make good slave trade candidates or workers for the colony. The tribals are the hardest ones to convert though, right?

I still think a solid slave status option for captives would really make the game more fun than just keeping all those attacking raiders in chains and useless in a cell. Make them work! And if they suck at all skills, SELL them. ;)
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on February 26, 2015, 02:57:14 PM
Speaking of which, those slave traders need to come around more. I never see them!
And also on the whole break down with the Infants and the Breeders is all well and nice, but maybe too complex? I like the vat growing idea much better.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on April 25, 2015, 10:25:43 AM
Quote from: Didact04 on February 14, 2015, 08:51:49 PM
Quote from: Mikhail Reign on December 16, 2014, 10:13:55 PM
Most colonies only last a couple of years, if that. How would children have any impact? You would be lucky to raise one to toddler in that time...
It's something to consider in the future. Besides, even if it was or was not a good idea, anyone with a functional reproductive system would still want to breed. It's something that would have to be physically removed from us to not default to that. (With some exceptions of course, asexuals  very much exist.)
Yes, asexuals exist (as I am one) but crashing on a planet with a small chance of surviving really shakes people up. I personally did not mention sexualities because Rimworld sorta "resets" people. That sounds weird. So if the colony is small and needs to survive, some people are going to have to do things that wouldn't usually do. Some people are going to have to expand the colony, (without kidnapping people.) I didn't put sexualities in my suggestion because it's also controversial.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Kolljak on April 25, 2015, 01:28:17 PM
if age can kill then you should also be able to have colonists but make it only possible to some people

Age limitations 18 - 35 [45] some where around there
Gender Restriction [Male Female]

idea on how to accomplish this

Make the baby and ingame item and pregancy setup like Malaria or a disease that lasts 9 months with monthly treated time tables [monthly checkups] then you get the item. which you have to keep alive for 12 years or use incubator or some sort of science growth tank in later tech to boost is growth speed.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: killermen962 on April 25, 2015, 03:19:01 PM
Theres a prison mod that allows you to mark people as prisoners.
Just need a "Slave collar" which can be made of any leather and they will work for you, Their new modifier changes from, "Locked up" to "Enslaved - I hate being enslaved but atleast I can walk around....." which has only a -3 attitude modifier. I cant remember the mod atm but it exists
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on June 19, 2015, 12:28:25 AM
While that may exist, I believe in my idea of breeding just as well.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: picollo on June 19, 2015, 05:05:44 AM
Everybody here is mentioning that children would be problem to the colony, and it would turn game into sims. What if we consider children not as way to get new colonists, but as new victory goal. You can escape from the planet. But colonist born on new planet reaching maturity could be a win-goal for another victory "I'm staying here". If you established colony lasting for X years, and were able to have colonist reach his 18th birthday, colony probably won't fall (storywise).

18 years (ok, some time for pregnancy, so lets say 19-20) years could be a little too harsh. But with 3x accelerated aging rate (so aging to 18 would take 6 years.  This would make it really hard, yet possibile goal to win the game.
This way having children would be about starting new life on a planet, instead of trying to escape from planet.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: eastwood6510 on June 19, 2015, 01:53:11 PM
Slave idea:  +1
Babies idea: nah
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Devon_v on June 20, 2015, 06:03:40 PM
Two things:

Sexual maturity does not magically occur at 18 years of age. (And 18 is not some universal legal standard either, not even in the US.)

Reproductive capacity does not turn off at any specific age. Yes women find it harder to become pregnant as they age, but it's not completely impossible after 45. Also men, with much simpler systems, can remain viable for substantially longer.

What should be done is to implement a probability range. Say 14-80. At 14 you start to have non-zero chances of conception. The odds peak at 17-26, and then you have a slow decline towards 80. Females would simply decline faster, having near-zero chances from 55ish on. And that's assuming Earth-stock humans. 3,000 years of gene splicing might have fixed age-related infertility.


I also noticed a few comments about incapacitating the female colonist. Pregnant women are not made of glass. My co-worker didn't go on maternity leave until she was eight months in. A doctor's care is also utterly unnecessary. We only do it because we can, because we might be able to identify a potential problem and correct it. Women can and do give birth all by themselves. A doctor's care might reduce the odds of a complication, but to imply that bringing a baby to term requires nine medical checks is absurd.

Throw some penalties in during the third trimester, sure, but even a heavily pregnant woman is not immobile.


I think that children and bonds add a lot to the story. They give you something fragile and miraculous to protect.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on January 03, 2016, 08:16:45 PM
Okay, that makes sense.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Sens on January 04, 2016, 11:52:07 AM
Having prisoners work - Mining sounds more than reasonable (have to earn that daily meal anyway), simplified, a script could override all their abilities except "Mining" and they could join your colony as normal colonists who cant move outside jail areas (rough version which prolly can be done in couple hours)(mine inside that jail area and nowhere else), as for cleaning, hauling you would need guards present which wouldnt really be of much use then, or would you let your prisoners run around camp freely (in real)

Babies, saying 18 years ingame till it matures is unreasanable, since age here doesnt rly play much role anyway (age could be removed all together, doubt someone had a colonist die of old age yet so whats the point of age here anyway) i doubt it would bother anyone if they fully mature in 2 years, would still have little kids run around his base for long enough to feel somewhat real.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: bchbum16 on January 04, 2016, 12:05:02 PM
You say that having a guard on a slave who is set for hauling wouldn't be much use, but it could give more use to the lords and assassins who can't do much. I'm sure there would be a way to code in that one guard could watch multiple prisoners too, maybe like one guard to two prisoners and the prisoners would have to stay within x distance of the guard? Maybe in this scenario the guard goes to an area where things are needed to be hauled and "tells" the slaves to haul the items?
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Sens on January 04, 2016, 12:16:45 PM
would need to code in mutiny, jailbreaking in case of prisoners etc. then also in same update + ways that would occur and ways that would be avoided taking some steps in ahead.

in case of slaves, id say you would need to break em down mentally before they go from pirate mercenaries to your local maids.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Regret on January 04, 2016, 05:37:17 PM
RE: babies, sounds good, I think it is already in development.

RE: slavery,
I wish this was a multiplayer game so i could raid slaver players.
Slavery is not acceptable and anyone saying that prisoner labor is not slavery is either a fool or an American (or both).
Are you using violence or the threat of violence? check.
Are you forcing them to work for your profit? check.
Are you not paying them a fair wage? check.
Ergo, slavery.
So what if they jaywalked or smoked the wrong plant, forcing anyone to work for your profit is slavery and therefore reprehensible. Now, giving them a choice is something different, which is why the better prisons use some kind of reward system for prisoners who are willing to work.

Game-wise, I can't oppose it because it fits the setting. It would add some interesting (as in: hard) choices to the game.
I would like a viable non-violent way to recruit people though, even random spacers crashing on the planet need to be captured to be recruited.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Sens on January 06, 2016, 05:14:22 AM
Depends how you see slaves, it is slave work yes, my image of a slave is some sort of "servant" without free will, guess you see them as slaves from old egyptian movies then, chained with free will, i would call those prisoners instead, you are right thou by the general definition :).
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: ImNatalie on January 10, 2016, 02:02:25 PM
Quote from: Sens on January 06, 2016, 05:14:22 AM
Depends how you see slaves, it is slave work yes, my image of a slave is some sort of "servant" without free will, guess you see them as slaves from old egyptian movies then, chained with free will, i would call those prisoners instead, you are right thou by the general definition :).
Honestly I don't see them like that. Just prisoners forced to work. Free will is irrelevant.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Reviire on January 12, 2016, 07:27:34 AM
I'd enjoy slaves, early on you could just fear them into doing what they're told, by drafting someone with a gun.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: Necronomocoins on January 18, 2016, 08:14:33 PM
I like your ideas. Human reproduction shouldn't need accelerated growth, just a slower increase to getting to 100% size raids/events and/or make children under 15 unable to attack or be attacked, which is likely to make the game feel less "wave defense" and more "colony survival". Your entire colony was wiped out except there was a child old enough to plant cut and haul food to the nutrient dispenser that survives and continues the colony alone. 0 - 3 years  unable to do work or learn work skills.  4 - 12 unskilled tasks only with accelerated learning in all fields.  13 - 14 skilled labor and can develop passions and work on those with normal learning rates. About the slaves, maybe have to research the explosive collar, before then risking escape attempts by any "slaves" far enough away from an armed drafted colonist.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: lllMWNlll on November 14, 2016, 09:43:23 PM
Yeah! I could use some prisoner hauling and cleaning with a Sniper warden to keep them under control.

Breeding, seems nice! In natural way or lab maded children for this game that's amazing.
Title: Re: Make the Prisoners Work! (Slaves.) Make Some Babies! (Breeding.)
Post by: CodeRen on November 14, 2016, 10:42:04 PM
Look what he said about kids here recently: https://twitter.com/TynanSylvester/status/794003347376377856

https://ludeon.com/blog/2016/01/progress-continues/ -- Here he says he hasnt added kids YET