suggestion: Genocide and slave labor

This could be pretty fun to have, and make the evil part of us laugh.

Each planet would have a selectable option which range from "Genocide" to Slave Labor.
Genocide - Reduces planets income, but increases the culture of near by planets - but decreases their resistence to unfriendly culture
Slave Labor - Increases income from planet, but decreases culture

And so on.  This could add some more strategy to the game as you wouldn't want to use genocide near an outside planet, or use it if it's about to be destroyed.
10,239 views 8 replies
Reply #1 Top
I, actually, really like this idea.

And you could have good ones too. Reduce income, but help culture, etc.

Or strongholds, with a reduce to income, but higher health. Etc.
Reply #2 Top
Yeah, neat idea. Although reducing culture and increasing income sounds kind of counter production. Lower allegiance means lower income. Other types like this would be neat though like the stronghold idea above.
Reply #3 Top
Interesting idea :) Go deeper, sons! Deeper.
Reply #4 Top
Gonna use your little chart, Giro, and add to it. Hope you don't mind, because I'm using it because I like your ideas. =P


Maybe:
Normal- Planets start out this way, and are like how they are now, with no bonuses other then planet type bonus.
Caste System - Increase fleet cap 25, but decreases build time by 20%.
Serfdom - Increases build times 20%, but decreases culture 30%.
Slave Labor - Can sacrifice population for instant build of structures or ships.
Wage Labor - Increases allegiance by 10%, but decreases fleet cap by 25.
Stronghold - Decrease income and population by 50%, but increases tactical capacity by 8, and planet health by 50%.
Market World - Increased trade and resource income by 50%, zero tactical slots overall.

Also:
Switching labor systems would result in a one minute of anarchy. During this time, building speeds are reduced 20% and income is reduced by 10%.

Switching from labor systems costs around the same as designating a capital planet.
Reply #5 Top
Gonna use your little chart, Giro, and add to it. Hope you don't mind, because I'm using it because I like your ideas. =PMaybe:Normal- Planets start out this way, and are like how they are now, with no bonuses other then planet type bonus.Caste System - Increase fleet cap 25, but decreases build time by 20%.Serfdom - Increases build times 20%, but decreases culture 30%.Slave Labor - Can sacrifice population for instant build of structures or ships.Wage Labor - Increases allegiance by 10%, but decreases fleet cap by 25.Stronghold - Decrease income and population by 50%, but increases tactical capacity by 8, and planet health by 50%.Market World - Increased trade and resource income by 50%, zero tactical slots overall.Also:Switching labor systems would result in a one minute of anarchy. During this time, building speeds are reduced 20% and income is reduced by 10%.Switching from labor systems costs around the same as designating a capital planet.


Devs, add this, now.

Edit: have it as a toggleable option, but this would be amazing.
Reply #7 Top
Ya i /sign to this. I love Sins but I wish there was more sim city side and a more in depth trade system.