"Rabbit Food"
... I swear they always go for the Siri-Gum and the Devilstrand first. Damn critters.
... I swear they always go for the Siri-Gum and the Devilstrand first. Damn critters.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts MenuQuote from: Tynan on February 26, 2015, 10:32:03 PM
It's dumb that they can trade with spaceships at all. It's just a stopgap because ground traders are so difficult to do. I still hope to switch all the trade to ground caravans - some day.
Quote from: b0rsuk on March 11, 2015, 05:00:01 PMI agree with that. That's what I want too (well, it's part of what I want anyway).
It may be a bigger issue that mood in this game doesn't matter so much so far. Unless two bad events overlap (psychic drone + heat wave), or one event and a severe mood penalty from a trait, colonists work as usual. I would like colony mood to be more fluid and in line with present events, somehow. Or colonists having more individuality and mood swings.
Quote from: b0rsuk on March 10, 2015, 10:41:58 PMWell it wasn't intended as such. The problem is that for me the human element of the game is very, very important and that means I want colonists to act as human as the game allows. I don't think that people who want slavery (in the game) to be natural and profitable and have no consequence for your colony want the same things from the game as I do.
I'm not going to respond to this, because it's a strawman. Something superficially similar to the point I made, only easier to refute.
Quote from: Vexare on March 10, 2015, 10:15:54 PM
Has it ever been mentioned what that trading system might be? Direct trade with the neighboring colonies? I hope so, that would make diplomacy and faction favor much more meaningful than just keeping them off your back or "visiting your freezer" as someone humorously put it one way or the other.
Quote from: Tynan on February 26, 2015, 10:32:03 PM
It's dumb that they can trade with spaceships at all. It's just a stopgap because ground traders are so difficult to do. I still hope to switch all the trade to ground caravans - some day.
Quote from: Telarin on March 11, 2015, 12:00:12 PM
An expansion on the "Got Justice" or "Got Revenge" buff mentioned above, and some of the other suggestions:
What about having an option to put a prisoner on trial? The colonists all vote on what happens to the prisoner, based on their own traits, and the actions of the prisoner. Once a verdict is handed down: "Prison","Execution", or "Slavery", then the player can carry out the verdict. Once carried out, in accordance with the wishes of the colonists, they should all get a "Justice Served" type of buff, though some might get a debuff if, for example, they idealistically disagree with execution or slavery. Note that there should also be a debuff if the sentence is not carried out in a timely manner, though in the case of a slavery sentence, this debuff should not occur until after the player has had an opportunity to sell the prisoner, i.e. a slave trader has visited.
Quote from: b0rsuk on March 11, 2015, 07:57:26 AM
Selling space pirates or savages into slavery is an act of mercy. The alternative is leaving them bleeding on the ground. What else would you do - keep them in prison forever ? My cook is overworked as it is.
You could make the mood penalty inversely proportional to "recruitment difficulty". The higher the recruitment difficulty, the lower the penalty for selling people into slavery. You could have people with "Idealist" trait who would still be bothered.
Like it or not, western civilization grew up on slavery:
- ancient Egypt, believed to be the inspiraction for ancient Greece
- ancient Greece, Greeks had the time for philosophers because they had slaves to do the chores. Spartans could be full-time warriors because they had slaves.
- Etruscans invented many things we credit Romans for, including aqueducts, arches (architecture), the latin alphabet. Etruscan had slaves.
- Romans had slaves.
- Europeans had slaves, the slave trade was so rampant because of colonization of America and industrial revolution. At its peak, you would get 300% return from investing into slave trade and American colonies.
- United States of America has used black slaves for most of its history. Old habits die hard.
I'm sure ancient people who were sold in slavery often considered themselves lucky. The rest of the village could be raped, slaughtered and burnt to the ground. Slavery outside North America wasn't as harsh. For example it was customary to use slaves in Africa and among Slavic tribes - prisoners of war mostly - but because they were white among white, or black among black, they often assimilated, married etc. It was the black vs white slavery that was the most cruel, because you could point a finger at someone and say he's a slave. He couldn't hide.
Quote from: Cazakatari on March 11, 2015, 10:40:46 AMNeither steel nor plasteel is described in the game as ore, it's the remains of old structures that collapsed. It actually says so in the in-game description.
On that note, is there any lore explanation as to why there are veins of compacted plasteel in the middle of a mountain?