I have been thinking that with the slavery cvic going so will the buildings, so I could redo them.
Idea, your nation chooses to run with Slavery as a valid world view. Then you build the building "Slavery Tradition" with a
Civilian - Captive this gives you a slight increase in the chance of catching more slaves and gives a boost in all cities (via a free building "Slave Tradition") to sacrifice (production ad culture) and selling missions of the units. It also allows you to build the "Slave Market" which doubles your
return from selling.
"Slave Tradition" and "Slave Market" can then be used to increase
etc. in similar ways as the civic does now to keep balance.
The only way to get rid of the tradition is by a great person destroying the building. Or maybe a Lawyer.
@Dancing I think you should lower the chance of military captive. I've played like 400 turns in prehistoric and i've probably got about 15-20 of these guys easy, possibly more. In my game they give like 72 hammers I think it is (marathon) which is pretty much a free building of your choice, u'd be an idiot to use them on an improvement and upgrading them into a unit costs money and they start with no xp - so the choice is obvious imo. I think reduce how often they proc by like 35% or thereabouts, maybe even 50% -or- maybe nerf how many hammers they supply for building construction. Do they scale to gamespeed? I think they should coz if its 72 hammers on epic this is stronger than 72 hammers on snail.
They do scale by game speed, it is 225
on snail. The original design was for them to be able to build almost any building, so that value is just the same as for the slaves they replaced. The cost of upgrade is way too much but as far as I can see that happened when
ls did his thing and has the same reason as why gatherers cost so much to upgrade to workers.
I am lucky to get one per combat with a stack of defenders. The chance of successful capture does depend on your, and your enemies civics. the chance of getting a captive - Civilian is too high at the moment 100% for a pop one city and 66% per pop when you raise a city.
If others agree with you I will drop the success rate, since we (you and I) are having opposite results at the moment.