Quote Originally Posted by screwtype

Where slaves go should not depend on where your governors are. If you choose the "slavery" option, another window should pop up immediately which lists all the cities you currently possess, together with their populations. You should be able to click on one or more cities and immediately see how it changes the population of each city that slaves are being sent to (to keep it simple, slaves are just evenly divided between however many cities you select, as they are now). When you have it how you want it, you click the okay button and the slaves are sent just to the cities you chose.


2a/ Effects of War.

First, I think that in any province which contains two or more factions which are at war, there should be a substantial negative effect on the population, simulating slash and burn by the interloper and foraging by both sides. So I think there should be, say, -10% growth in any province where two or more warring factions are present. Furthermore in the case of siege, there should be an accelerating negative effect - say 10% loss of pop. on first turn, 20% loss on second, 30% loss on third and subsequent turns.

Also, I think a province's tech level should shrink as its population shrinks. So if, say, it dips below 6000, you lose all the buildings that relied on a 6000 population to initially be built. That reflects loss of vital personnel and infrastructure through death, damage and emigration.

By these simple methods, warfare becomes a very nasty thing indeed for provinces and you will need to take uncontested control of provinces very quickly to avoid substantial damage to your province and its population. (Perhaps, though, these effects should only occur where the human player is a party to the conflict as otherwise the entire map might quickly become depopulated and de-teched).
YES. Very nice ideas. Right now it's too easy to slash and burn through provinces and elimination is still the preferred method of conquest.