Re: A pirates life for me...
The "slave labor camp" facility raises the interesting prospect of a pirate/slaver class.
Slave trading was after all the mainstay of the classical pirate/buccaneer economy.
Has anyone tried to trade population in SEIV?
I'm sure that human players would be delighted to pay up for (say) methane breathers.
Would probably require code changes to the colonization/population ministers to have the AI bid for them?
Maybe should only allow trades from a modified cargo facility - "Slave Pen III" - to add to the atmosphere.
Full support for pop trading could make the pirate/slaver class a fully viable race option.
SJ, any chance of your mods making it into the next cut of the modpack?
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