Board Thread:Suggestions forum/@comment-26553378-20160728015538

Gladly i can tell you the following warning won't be very relevant.

Warning, I have been forced to retype this because the original suggestion was removed with no trace either close to or on posting, so you may have to deal with some frustration (well I will you may see it), so please be patient.

Basics
I have been looking at slaves of nurn lately, and there are a couple problems: you cant enslave them, you cant free them, you cant drive them to death, and some other things... well the death thing I'm fine with, but the evil guys...

Enslavement
You can craft a rope with 6 string in a door formation. This rope could then be used to enslave farmhands, vine-hands, and citizens in the following fashion: Step 1: craft rope. Step 2: find NPC. Step 3: lower NPC to half health. Step 4: right click poor NPC with the rope. Step 5: you now got a 'slaver' achievement along with a bound NPC(basically previous NPC, but moves 4x slower, has rope textured wrapping hands and feet together and around neck connected to your hand) this bound NPC will now scream for help until hit, as well as follow you (including FT) (while yelling there is a chance for a warrior NPC of that faction to spawn and save the bound unit). Step 6: bring NPC to your farm, right click, and it begins to work as 'Slave of '.

Citizens would be crummy slaves, farmhands good at farming, vine-hands at grapes, etc.

Freeing Slaves
When someone other than the owner right clicks a slave a GUI will open, with buttons 'Attempt to free' and 'Attempt to inspire revolt'. In order to free the slave click attempt to free, (there is a chance the slave will not want to take the risk) repeat until they decide to follow you. Then you would try to bring them to their home faction while avoiding any guards, (if slave is brought to half health there is a chance they will flee you) (they would follow at a normal pace, but limits your FT ability to only up to 400 blocks (800 along a road)). Once you reach their home faction they will thank you vigorously become a normal NPC again and give you everything they were farming (keeping food in their inventory for eating later), also if it the first slave you have freed you would get the 'underground railroad' achievement (please supply better name that is american but only one i could think of).

Inspiring Revolts
The same as freeing you must not be the slaves owner, but must click the inspire button. This is much more risky and therefore there is a greater chance it fails on attempt. If you finally inspire the slave there is a chance it will begin a revolt, otherwise it increases the chance for that area of slaves. Also if it does not start a revolt immediately you would have to try with more slaves until it happens (freeing all slaves in that area and making them hostile to their enemy factions (even if workers) and towards slave related units, once no more slave related units or enemies are in the area the NPCs will all despawn (flee to their native land).

Align
When you capture a slave (not bind but after capture complete) you lose 5 align with that NPCs faction and gain 3 with its prime enemies (EX: Moredain-Tauredain, Mordor-Gondor, Dul Guldor-mirkwood, etc.). Also, when you free a slave you have the opposite affect, gain 5 with its faction and lose 3 with its prime enemy. And finally you would gain 4 per slave if you mount a successful revolt, and lose 6 per slave with the factions prime enemy regardless of the revolts success)

Slaving NPCs
The following come in variants for all slaving factions.

Slave Driver: This unit sells whips, and other Slaving NPCs, as well as buying bound NPCs to later sell to others.

Guard: This will guard your farms, decreasing chance of revolt, and fighting in the event of one, as well as recaptures fleeing slaves (also there is a white-list/blacklist for players to attack on sight or not).

Overseer: holds its factions whip and prevents slaves from dropping pace (will cause them to work to death), decreases chance of inspiring a slave to flee with you.

Corrupt Overseer: identical to normal Overseer, but when the player leaves the area it will save all slaves (despawns with the slaves).

Crafting
In order to craft a whip use the following recipe on a vanilla table.

LLL LXI SXX

Where L represents Leather, I Iron, and S a stick.

Variants
There would be as many variants for this item as there are slave keeping factions (these would have different textures and durabilities but nothing else). It would instead be crafted on their CT with the following replacements of items in the recipe.

Moredain (2): replace iron with rhino horn and leather with gemsbock hide (or lion hide for a royal version).

Harad: same recipe.

Half Trolls: replace iron with cobble and replace leather with gemsbock hide.

Cerinrim: replace iron with their weapon material (iron? bronze? bone?) and replace leather with gemsbock hide

Mordor: replace iron with black uruk steel.

Gundabad, Dul Guldor, and Angmar: replace iron with orc steel.

Uruks and Gundabad Uruks: replace iron with uruk steel.

Function
A whip would be used for giving commands to slaves, the different speeds you could use it to set are 'Grueling', 'Fast', and 'Moderate'. You would set a command by shift right clicking to open a GUI, then clicking the desired command. At grueling a slave would slowly lose health and work very fast, at fast no regen and work fast, and at moderate slowly gain health and work at a normal speed. Also when the player is not looking a slave can go down a level of speed (will switch from grueling to moderate immediately regardless of player watching if at 1 health).

Achievements
For buying/crafting a whip you would get the 'Cruel Master' achievement, as well as getting the 'Heartless' achievement for killing a slave by giving them a command with the whip.

Happiness
Yay! Happiness is basically good's way of competing with slavery. First off if a worker is not near any slaves or slaver units it will work slightly faster. And secondly, if you give the worker some silver coins (would very slowly consume, and when on rest it would convert consumed coins to food in its inventory) it would work at a pace between fast and grueling (no regen). Finally 'Rest' it would be an alternate option to halt for worker units, while resting the worker will quickly regen, eat, and chat with buddies (will also work slightly faster for a bit after rest is over).

FOOD!!!
Working 24/7 not eating at all... that's the current life of a worker in this mod, I say that we improve that life for them, shall we? so i suggest the ability to give a worker (or slave) food. they would consume the food at the following rates: moderate: like a constant walking and perfectly eating the supplied food (when the saturation wears out and food bar would be at the point that that food item would perfectly fill the bar). Fast (or payed): like a constant sprint. Grueling: like a constant sprint jump (and then a little more). This food would make it so the unit would have it's regen slightly improved, and if not payed or on moderate work slightly faster.

More NPCs
Note: all the following NPCs would be able to have set radii.

Planter
This unit would plant saplings (10 seconds per sapling) in places the sapling would have blocks of air surrounding it in a 2 block radius (no below, 7 above and no saplings in a 4 block radius), this would make it perfect for the tallest normal oak (no branches). This unit could not plant large mallorns, large jungle trees, baobabs, etc. Also this unit collects saplings from the ground (as well as fruits and nuts if there are no orchaders in the area to do that).

Lumberjacks
A lumberjack would have a reach up to 1 block ahead and 3 blocks above to mine logs. (will mine leaves to reach them 4 block radius)

Orcharders
there would be hobbit, harad, and dorwinion orcharders, as well as tauredain mango farmers. these units would mine leaves with a 2x chance for fruits and nuts, and pick up any fruits and nuts dropped. Also the mango farmer would have 3x for mangoes and have a chance to get 2 bananas from a single 'bunch' (hey Mevans you should make the bananas grow in bunches and not single ones! :) ). Finally only dorwinion orcharders would be effective on olives (possibly harad as well?)

Gardeners
There would be Hobbit, Tauredain, and possibly elven gardeners. These when provided with up to 9 water buckets would use each bucket for 1 or 2 minutes, and slowly generate, and pick flowers around them, then the water bucket empties. There would be different flowers generated based on biome, and even in lotherien only elven gardeners can grow the special elvish flowers. Also enslaved versions can grow morgul shrooms, and the planned morgul flower, as well as stabby thorns, and withered moss in mordor. Finally the process is greatly sped when provided with bone-meal. On one last note in the GUI there would be the options: 'grow grass', 'grow flowers', 'clip grass', and 'pick flowers'. these would do what the name suggests with clip grass for grass transparent blocks, and only grow and pick flowers selected when hired. 