Slavery is too good for how early it shows up in the game.
So, the goal is to move the slavery population-rush to a later point in the game, and then juggle the rest so that each tech is competative.
Hereditary Rule: Change to: "+25% military unit production"
Police State: Change to: "Can sacrafice population to rush projects, -50% war unhappiness"
Slavery: Change to: +1 happiness per military unit
Serfdom: Add "+1 production per farm, -25% military unit production"
Emancipation: Add "No maintenance cost from distance to palace"
This moves the overly powerful benefits of slavery into the mid/late game.
Note that Emancipation and State Property both grant the same distance-free maintenance.
Serfdom becomes a tempting civic for builders.
State Property lets you have a large empire and stay Caste/Serf/Slave.
Emanciptation lets you have a large empire and use free market/environmentalism/merchantilism.
Going slavery remains a no-brainer: but staying slavery is no longer a no-brainer.
When you get caste/serfdom, the switch could grant you a serious boost in either commerce (caste) or production (serfdom).
And Emancipation is quite often rather optimal.
Police State becomes a war-monger's dream. On top of the "get rid of war weariness", you can also whip your population into mass-production. Given the archtypical police states (Stalin, Hitler, Mao), and their tendency to kill large numbers of their own people, this seems appropriate.
At the same time, because it appears in the mid/late game, it isn't the be-all end-all game winning tactic it is right now. By the late game, your population is far more productive than it was in the early game, and usually far harder to replace.
To be clear, this is a mod component plan.
Some concerns:
The +1 happy per military unit becomes availiable earlier on (at bronze working instead of monarchy).
Serfdom could make farm-heavy areas rather powerful. 3F1H and 2F2H squares are rather high-end.
Pre-biology: A grass mine plus a grass farm is currently 4F3H, compared to double-plain serfdom 4F4H -- so this is roughly a 4/3 boost in production. Notice that a -25% military unit production pretty much cancels this out...
Post-biology & railroad: Grass farm Grass RR Hill Mine 6F4H. Double-planes serfdom farm is 6F4H.
Anyone else have comments on this reshuffling of civic options? I left caste system alone, because it is a pretty optimal civic for a number of tactics (specialist economies).
So, the goal is to move the slavery population-rush to a later point in the game, and then juggle the rest so that each tech is competative.
Hereditary Rule: Change to: "+25% military unit production"
Police State: Change to: "Can sacrafice population to rush projects, -50% war unhappiness"
Slavery: Change to: +1 happiness per military unit
Serfdom: Add "+1 production per farm, -25% military unit production"
Emancipation: Add "No maintenance cost from distance to palace"
This moves the overly powerful benefits of slavery into the mid/late game.
Note that Emancipation and State Property both grant the same distance-free maintenance.
Serfdom becomes a tempting civic for builders.
State Property lets you have a large empire and stay Caste/Serf/Slave.
Emanciptation lets you have a large empire and use free market/environmentalism/merchantilism.
Going slavery remains a no-brainer: but staying slavery is no longer a no-brainer.
When you get caste/serfdom, the switch could grant you a serious boost in either commerce (caste) or production (serfdom).
And Emancipation is quite often rather optimal.
Police State becomes a war-monger's dream. On top of the "get rid of war weariness", you can also whip your population into mass-production. Given the archtypical police states (Stalin, Hitler, Mao), and their tendency to kill large numbers of their own people, this seems appropriate.
At the same time, because it appears in the mid/late game, it isn't the be-all end-all game winning tactic it is right now. By the late game, your population is far more productive than it was in the early game, and usually far harder to replace.
To be clear, this is a mod component plan.
Some concerns:
The +1 happy per military unit becomes availiable earlier on (at bronze working instead of monarchy).
Serfdom could make farm-heavy areas rather powerful. 3F1H and 2F2H squares are rather high-end.
Pre-biology: A grass mine plus a grass farm is currently 4F3H, compared to double-plain serfdom 4F4H -- so this is roughly a 4/3 boost in production. Notice that a -25% military unit production pretty much cancels this out...
Post-biology & railroad: Grass farm Grass RR Hill Mine 6F4H. Double-planes serfdom farm is 6F4H.
Anyone else have comments on this reshuffling of civic options? I left caste system alone, because it is a pretty optimal civic for a number of tactics (specialist economies).