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Civilians and Slaves

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Kingofshinobis1
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melonhead
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Post by melonhead Mon Aug 09, 2010 12:34 am

So as of now they are pretty useless, I wanted to put forth a suggestion that we increase the value of these units by increasing their incomes.

As of now each civilian produces 5 income - at this rate they are quite useless as i know in comparison to my up, my total population administration efficiency, I wouldn't notice if they were removed.

How about upping them to 25, above that of untrained units. I mean even civilians have jobs right?

and slaves, now Im not sure about every one else but I know im not going to waste turns on taking them when they produce less then farmers, I could just raid and attack for kuwal and gain a larger advantage.
How about making these more enticing for people to want to capture them, they die off slowly right ? so make them produce 75, as they work extra hard and then die of exhaustion...

Discuss!
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Post by Nomad Mon Aug 09, 2010 12:49 am

I have to agree with the logic he is using TBH
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hy·poc·ri·sy
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–noun, plural -sies.

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Post by Kingofshinobis1 Mon Aug 09, 2010 2:51 am

Well civilians and slaves are meant to raise the rate of war on reset im sure and at the very least it adds a new element to the game Smile. You may not know of a good use for them yet but its not like they hurt you and its still too early to realize the true use for them Wink They don't even count to your army size so they aren't much of a problem. The real question is are they effected by A.E?

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Post by Kenzu Mon Aug 09, 2010 10:30 am

melonhead wrote:So as of now they are pretty useless, I wanted to put forth a suggestion that we increase the value of these units by increasing their incomes.

As of now each civilian produces 5 income - at this rate they are quite useless as i know in comparison to my up, my total population administration efficiency, I wouldn't notice if they were removed.

How about upping them to 25, above that of untrained units. I mean even civilians have jobs right?

and slaves, now Im not sure about every one else but I know im not going to waste turns on taking them when they produce less then farmers, I could just raid and attack for kuwal and gain a larger advantage.
How about making these more enticing for people to want to capture them, they die off slowly right ? so make them produce 75, as they work extra hard and then die of exhaustion...

Discuss!

They are already too good. You mass someone and the slaves you receive pay back all of your damage in a relatively short time (and die)
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Post by seaborgium Mon Aug 09, 2010 10:34 am

Can I get some in reallife?

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Post by Jiro Mon Aug 09, 2010 11:18 am

It mostly means you get temporary workforce from massing someone without having to raid for them. How many slaves depend on how big the player was you attacked and how long he has been left alone for.
Given that I find it hard to defend the income I already have, I see no point in them in my current circumstance. But if I were waging a war and had to recover under ppt, yes they would be useful.

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Post by Admin Mon Aug 09, 2010 6:00 pm

I was thinking raising the income from 35 to 70 from slaves, then it would make assault missions profitable actually Very Happy

Civilian income will not get improved, maybe even go as far as to remove it alltogether.
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Post by Nomad Mon Aug 09, 2010 11:34 pm

just dont go overboard so that massing is the quickest way to grow.

Couple this with your cross server gifts/awards on main and it may become an issue faster then you realise.
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Hipocracy
hy·poc·ri·sy
Show Spelled[hi-pok-ruh-see]
–noun, plural -sies.

1. a pretense of having a virtuous character, moral or religious beliefs or principles, etc., that one does not really possess.
2. the practice of professing standards, beliefs, etc, contrary to one's real character or actual behavior, esp the pretense of virtue and piety
3. a pretense of having some desirable or publicly approved attitude.

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