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Suggestion Slavery alternative for Liberators.

Rylasasin

Active Member
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I haven't played much liberator factions (Still trying to figure out how conquest works via my raider run), so I'm not sure if Liberators have slavery or if there's already an alternative to it. If the first one's the case, that really doesn't make any sense at all. In the case that there isn't some sort of alternative already in place for Liberators, I had one (actually two) ideas that serve as alternatives as "slavery for liberators."

... And before you ask, no, none of them revolve around capturing raiders/gunners/etc and making them "indentured servants".

This system that would replace slavery for liberators is called Contracting. The basic gist of it is that you are paying settlers from another settlement to come and work at your settlements for money. Because they're getting paid and not kidnapped, they don't cry for help, and don't turn the whole settlement on you. The other difference with contracted employees is that they can occupy any plot sans military, while slaves can only occupy industrial or agricultural plots. There are two ways I've thought about this could work.

  1. The Permanent Method: You build a 'contract' (that functions much like a slave collar, but you don't need to sneak to put it on them), go to another settlement, and instead of "enslave" the option is "offer contract." Once contracted, the settler joins your settlement, where they act identically to a slave would for conquerors. They take reduced food/water (the settlement in question provides half of this), however, they DO in fact take wages.
  2. The Temporary Method: You build a 'contract' (again). However, you choose to put a certain amount of caps in the contract. The more caps you put in it, the longer it lasts. You go to a settlement, offer them a contract, and they come and work for your settlement much like a slave would. Here, they're identical to a slave: reduced food and water (again, settlement in question provides half of this), and this time, no wage requirement (you've already paid them in advance). The catch however, is that eventually the contract will run out. You can be notified when this happened and you can track them. You can choose to renew their contract (again, you'll be offered a choice on how much money you want to give them to renew their contract). If you don't, the contract will expire, and the settler will go home.
 
3. Ask nicely. Replace the “enslave option” with a dialogue option.

- Hi mister/miss. Would you mind putting that collar on your neck and coming to do some slave work for me? That would be swell. Thank you so much, you’re a big help and I appreciate it!

Might only work if someone is bored enough to make a Canadian Liberator faction...


Ok jokes aside, your idea isn’t bad. I don’t know how liberators work with slavery, I do believe I heard Tinuvia say that the Children of Atom faction they are making uses something more akin to conversion than slavery but I might be mixing things up.

To be honest I’m not sure how much they intend to work on adding Liberator options. From what I can see, it looks like the conqueror part is what they were aiming at and liberator are just an option so that people don’t have to be raiders or gunners or a-holes.

If you would allow me to play Devils advocate for a minute, I’m not sold on your idea and how necessary it is. I understand that you’d like to get similar advantages to what conquerors get with slavery. But if we look at it from a logical perspective instead of a gameplay perspective, what you propose makes little sense. Any faction can recruit new people, what you are proposing is a different way to recruit that would be more beneficial to you but a lot less for the settler.

Im not saying there can’t be something done to have some of the elements of slavery made to work with liberators, I’m just not sure a different method of recruiting is the best way to achieve this.
 
Canadian Liberator faction

Love it! https://fallout.fandom.com/wiki/Uprising_of_Edmonton

If you would allow me to play Devils advocate for a minute

"slavery for liberators."

If you allow ME to play devil's advocate for a minute, wages are slavery!

Genuinely though, it is a cool idea. And both of the proposed solutions are pretty well considered.

They take reduced food/water (the settlement in question provides half of this)

Are they walking home to eat? I feel like full food/water makes more sense, but then again, I'm not sure what the extra benefit is (except maybe to essentially be able to recruit people you couldn't ordinarily recruit - though you get infinite settlers just showing up by setting up a radio tower anyway).
 
As a Canadian, I’m fully aware that Fallout games happen only in the USA... and that in the Fallout World Canada is part of the USA. Who knows, maybe Fallout 7 will be in Montreal :)
 
Cool! I’m in Vancouver. I feel like if they ever wanted to make a post apocalyptic game (rather than a post post apocalyptic game) BC would be an excellent place for it, given that Anchorage was supposedly so important that they annexed Canada to patrol the pipeline. There would be a lot of US military, a lot of Canadian nationalists, Chinese internment camps, and they could do some awesome stuff with the Salish nations. And Haida Gwaii would be a badass DLC.
 
Contracting Idea Version 3.0:

  • You build a Contract item in the City Builder's desk. It costs 100 caps and 1 paper to create.
  • unlike the slave collar, it is a "weapon" (much like the Immersion Breaker Breaker or other such items). It is a clipboard with a page on it.
  • When held out in front of an appropriate target, an option labeled "Hire" appears. Unlike the slave collars, this only appears on non-unique, non-hostile, and not incapacitated NPCs. You can't hire raiders or gunners, for example, nor can you hire named settlers (IE Abernathy), but you can hire nameless people in diamond city, or citizens wandering around prebuilt cities.
  • Also unlike the slave collar, using it in a settlement will NOT illict a hostile response from either the target in question OR the people around them (Why would it? It's a simple business transaction.)
  • Once the target is hired, the contract is removed from your inventory.
  • The target, when hired, counts as a WORKER class, not a SLAVE. More specifically, a CONTRACTED WORKER. Basically the same as if you took a soldier and assigned them to an agri, industrial, or commerical plot (but minus the happiness dent).
  • Contracted workers can then be sent to either a vassal or an outpost.
  • Contracted workers require wages and rations, but not equipment. Their ration requirement is slightly less than a soldier (but more than a slave), though their wage requirements are higher. They can be assigned to any plots except martial plots.
  • Just like a soldier-turned-worker, they produce more rations, wages, equipment, or morale when assigned to these plots. They produce slightly more in these things than a soldier-worker.
 
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Contract as a foundation for liberators is interesting but in the wilds contract law is a dodgy proposition... without enforcement, there’s no point.

Currently, settlers work vassal locations. In theory, they work to live and are free to walk. Entering into a formal contract doesn’t really seem to offer a settler any advantage. Won’t ever be able to hold faction leader to account for a breach of contract
 
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