Warcraft-Guardians-of-Azeroth-2
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Peasants, Peons, & Slaves
A proposal for a system to fluff up and improve lore of some areas such as labor in the mod, mostly focusing around traditions, events, characters, exc.
=-=New Mechanics=-= Accepted Cultures Every realm has at the start of the game 3 slots for accepted cultures, which are accepted for race. When a culture is accepted, that race gains a small chance to recruited from events or appear besides that of one's regular race, and the realm gains opinion bonuses for those cultures alongside larger boons to cultural acceptance. The realms ruler's race gain an auto-acceptance outside the slots which can be changed with prestige costs. More slots are open through various innovations, with a max of 8 or 10
Accepted cultures also provides large bonuses as well, each race provides a significant bonuses either by providing a unique unit, unique building, a new mechanic, new decision event, exc. Humans for example when accepted provide a bonus called Kingdom Builders, which provides large bonuses for reduces the money needed to build new castles, cities, and temples. Orcs would provide a bonus which would provide elite orcish grunts, superior heavy infantry. Auto-accepted cultures provide these bonuses.
To accept a culture, there needs to be a significant amount of cultural acceptance or high opinion/friendship of a racial leader. Accepted cultures become void if the culture is enslaved, purged, or removed via cultural assimilation Bandit Cultures Bandit cultures are an auto-occurring effect on cultures which are either natural rivals or have very low cultural acceptance. Natural Rivals is a hard rivalry between two races; Like Gnolls and Humans, Elves and Trolls, Tauren and Centaur, exc. Natural rivalries basically means these cultures can never be accepted (or by an option in a menu be turned off or requiring intense work to make them accepted) and become bandit cultures. Those of very low cultural acceptance become bandit cultures.
Bandit cultures in a nation makes all members of that race/culture automatically hostile to those in the nation, meaning they live inside the nation but are not apart of it. These bandit cultures makes it near impossible to culturally and religiously convert, and will often pilfer and raid its own area and surrounding regions. Only through intense means and patience can the culture be kicked out of the land, but there is a 50/50 chance each time the culture will immediately return and undo the work. Bandit cultures will be broken if cultural acceptance increases to a certain point. Land given to a bandit culture's local noble as a vassal will not be treated as a normal vassal, but as a 'internal figure', being semi-independent, with all members of the race having -1000 opinion of their liege and pay no tax or levies. However, having their own land will stop internal raid events and contain the bandit culture in their own lands, and create events to improve culture acceptance to drag the bandit culture into being normalized.
=-=New Traditions=-= Peasantry A system where people are tied to the land they are born on, owned by local nobility. A very popular form of economic institution found primarily in human nations. All main culture provinces gain the province bonus called Peasantry (With an exception of Farmlands), which reduces building time significantly All farmland provinces gain the province bonus called Productive Peasantry, which greatly reduces building time but also massively improves gold, development, and levy bonuses. Sometimes a skilled peasant may appear in events, especially when traveling the countryside, who may join the court. Peasants gain a unique trait very similar to Strong which indicates them as a peasant, and cannot be given nor inherit lands, nor marry, exc.
Peonage A system found amongst the orcs, a form of servitude to the clan where the weakest of the orcish clan do much of the maintenance and laboring for it. Can send weak, bad inheritable trait members of court or clan into peonage at the cost of renown and opinion. When sent into peonage, they are effectively considered dead. Can turn prisoners of the same race and culture into peons, effectively killing them but rewarding renown and prestige. Peons can be recruited via various events into the court as servants Capital region automatically gets Peon Labor province bonus which provides significant bonuses depending on the size of realm Peons will occasionally refuse to work, greatly reducing economic power in a province
Slavery A cruel and hated system of labor where sentient beings are reduced to property, forced to do the bidding of those who own them. Once employed primarily by the Mogu against the Pandaren. A complicated system. Removes bandit races entirely, and takes a number of accepted races and transforms them into Enslaved Races. Instead of being bandit races, enslaved races provide large money, development, and construction time boons at the cost of a stronger popular opinion malus which can be mitigated with buildings and other means. Enslaved Races gain unique but cursed special benefits which provides unique mechanics, passives, decisions, exc with a curse added to their boon. Pandaren for example provide extra levies and a unique man-at-arms known as slave soldiers, unique heavy infantry which are extraordinarily cheap but only slightly less effective than normal heavy foot soldiers, but their provinces have an even stronger popular opinion malus. Enslaved Culture provinces provide tokens which becomes a currency within itself, handled in same menu as accepted cultures and bandit cultures. These tokens can be spent to give another province slave labor, which provides large bonuses, but also incurs negative popular opinion. When a province has slave labor, it acts as a drain on token being spent. There is a max number of tokens which can be accumulated. Slave tokens can be consumed to gain various and powerful courtiers of various professions and skills, or can be traded to other slaver nations for money. All courtiers gained by consuming slave tokens are given the Slave trait. Slave trait makes them be able to take on minor court jobs available to them extra cheaply. It would be preferably that slave characters are tied primarily to their owner, but act normally to others, but I am unsure how possible that is in the engine, much like a unique UI, so big shrug. Slavery would come with various powerful abilities, ones which would require a large and extensive sheet just to go over, but basically; Slave tokens can be claimed in war or raids, slaves can be trained in various unique tasks, slaves can be punished freely and publicly to create dread, slaves can try to escape, new buildings, new events, slaves can be freed by force, nations and characters of enslaved races in other realms will openly despise slaver nations, slave revolts can happen if popular opinion is left unchecked and result in a nation breaking revolt, slave revolts can undo a lot of things such as destroy buildings or erase primarily cultures, exc.
Cartel Loyalty A form of labor and clan loyalty revolving around powerful trade princes and companies, primarily used by goblin trade cartels who enforce loyalty through deals and gold. +100% opinion from gifts +100% opinion from agent bribes Can buy a courtier to gain the loyal trait Opinion of culture depends very heavily on income, vassals with a higher income get major opinion malices and gain a claim on the throne.
Purge Some nations and peoples of Azeroth do not seek to accept, enslave, or displace other cultures as much as seek their total annihilation, to enforce a fresh start where only their own people exist. Can no longer have accepted cultures All other races have an intense negative opinion of your culture All races become bandit cultures automatically once inside your borders Can imprison and execute non-main culture in your realm without consequence Being apart of another culture is a criminal offense. Bandit cultures can be freely culturally and religiously converted Events will crop up, as the system is not fully sustainable. Can change into slavery or internment after some time. Cannot be taken as a cultural tradition when main kingdom area region is fully of main ruler culture for culture head. All neighboring countries gain a free CB against purging countries.
Internment A system of forced labor for those who had wronged the nation in some way, and must work off their sins and be forcefully civilized. Used by humanity on the orcs after their defeat, an act the orcs consider a form of slavery. A very light form of slavery. Gains 2 slots for an interred race, which replaced 2 bandit race slots. Interred races act as enslaved races, giving enslaved race bonuses but instead of popular opinion malus, they only give a tiny economic bonus. Interred races do not produce slave tokens, but there are many shared event between slavery and internment. Can visit internment camps to gain sympathy or spite for interred races. There is no major malus opinions for using internment, except by those being interred. Instead of slave rebellion, internment rebellions can occasionally happen, which are far less dramatic, and often are just small liberty wars.
Land of Death In the lands of undeath, only the undead have citizenship, with the living only meant to serve as prestigious students or living cattle for the undead hordes. The scourge often purged lands of the living, but kept many living thralls, while the forsaken often passively oppressed the living. Primarily meant for undeath nations, basically being slavery 2 Undead nations do not have accepted or bandit races, but instead have Risen and Avoided races. Risen are races which are given primarily focus into raising into undeath, with each raise being risen granting unique effects. Humans for instance, when risen into undeath, gain +1 Martial and +1 Learning Talent when risen into undeath, while Pandaren allow the construction of Eerie Pagodas which provide defenses, skirmisher bonuses, and hostile raid time increases. Avoided races are races which are avoided and are allowed to remain dead, which gives a huge bonus opinion from that race, bypassing normal opinion malus. While avoided nations are allowed to thrive, risen ones are effectively enslaved, giving massive maluses to development increases but will provide extra money and levies instead.
Corruption Corruption is a form of enslavement through subtle means, employed by warlocks and demons to turn the ambitious and power hungry into willing pawns, usually by offering them intense power in return for unfailing loyalty, often at the cost of the brutalization and enslavement of the entire realm. Corruption is primarily meant for demonic nations, although most will not start with it (like orcs). Corruption replaces accepted races with corrupted races. Instead of gaining benefits, corrupted races are tempted via events of neighboring corruptors into embracing their religion and religion's values. This is done primarily through neighboring realms, which makes corrupted more vulnerable to accepting vassalage in exchange for personal power (stat boosts). Corruption is considered inherently unnatural and evil by all other nations who do not use it or are not fully associated with it, and gain a free CB on those who use it.
Domination A form of corruption which enslaves others through mental anguish and breaking their sense of self, usually turning their personal beliefs and whims into weapons used against themselves to gain obedience. Basically corruption 1.5, primarily meant for void nations. Replaces Accepted races with Dominated Races, which removes their accepted race attributes but double the number of accepted slots (instead of 3 there is 6, instead of 10, there is 20). Bandit races also cease to exist. Dominated races who neighbor the dominator nation can through events corrupt them to make them more vulnerable to being dominated, making them more likely to accept a void religion or its values, or accept vassalage. Domination attempts are more successful with low learning skills, and thus a lot of domination attempts give temporary and permanent modifiers which reduce learning. Domination is considered inherently unnatural and evil by all other nations who do not use it or are not fully associated with it, and gain a free CB on those who use it.
IIRC ck3 engine doesn't allow destruction of buildings, only disabling
IIRC ck3 engine doesn't allow destruction of buildings, only disabling
Unfortunate, but understandable.