matt634 wrote:Totally agree - If I were writing the code I would probably have industrial systems favoring emancipation and agricultural systems opposing or at least not supporting it. Slavery is mostly closely tied to economics and the politics of the government, whatever its form, flow from there. As always, follow the money.
Well, I think that's part of the story, certainly, but social/cultural attitudes play a big part too. All these factors feed into each other, of course: there's no one "master control" of a society which overrides the rest!
On that basis, I would argue that Oolite Democracies (which I thinbk we have to interpret as true, i.e. universal suffrage, democracies, and not pseudo-democracies like ancient Athens or post-Revolutionary America) would be culturally opposed to slavery, whether they were agricultural or industrial. On that basis I would also argue for all Oolite Confederacies to be anti-slavery, but would be happy to split this into pro-slavery Agricultural worlds and anti-slavery Industrial ones. As for the rest, well:
Corporate States would be pro-"market forces", and would be ideologically opposed to interfering in the buying and selling of anything, so they would have no objection to slavery. Communist worlds probably wouldn't call it "slavery", and might be opposed to the trade in slaves, but they would certainly make use of slave labour. Dictatorships are inherently hierarchical and unequal, as are Feudal planets, so they'd both be up for it. And Multi-Government and Anarchy worlds would just be too disorganised to form any coherent opinion.
Ultimately, though, the prime objective here would be to make an entertaining OXP: the explanations come after! We'd need to decide what made for the best player experience: how many chances for players to free captured slaves do we want to provide? Let's you're cruising in to a Feudal system, and you off some pirates and scoop up a couple of cargo cannisters of slaves. If you continue all the way into the station, you're left with a dilemma: do you sell them there, and feel bad, or do you launch with them in your hold, getting a bad legal rating in the process, and fly on to the nearest system with an Amnesty station in it?
I think this is a problem: I think sometimes players will do "the right thing": other times, though -- if they're in the middle of a timed delivery, say -- they won't, and they'll feel bad, and might start to resent the OXP. In this form the OXP would run the risk of being either an irritant or just an occasional thing, or both.
What might be better is if players first have to sign up to Amnesty -- even purchasing an Amnesty licence (this doesn't have to be expensive but they've got to get their funding from somewhere! 100Cr, to any pilot rated "Competent" and above, with a Clean legal record, say). Once the players acquire a license, when they dock anywhere with slaves in the hold (i.e. not scooped escape pods but actual in-the-can slaves) the slaves are transformed into an equal tonnage of "liberated slaves", a special cargo that can only be disposed of at an Amnesty station. There is still a cost to the player here, in that his hold will start to fill up with liberated slaves; but there are no legal penalties incurred for launching with slaves on board.
Carrying a cargo of liberated slaves could also attract the attentions of Slave Takers, seeking to recapture what they regard as "escaped slaves". To make things worse, these Slave Takers could even be legally Clean -- presenting players with some awkward situations sometimes!
If this is the sort of route we go down, then it would probably be best if Amnesty stations were fairly few and far between -- perhaps limiting them to Average and Rich Industrial Democracies only, or to any/a selection of planets with a tech level of "X" and above (where robot technology has reached a level that makes slavery not only morally repugnant but economically unviable as well -- TL 12 and up, maybe?).