I've read nearby thread where some calls slavery superior and overpowered, most op in game roles.
I started to count to find out it's actual usefulness.
Basically whip converts one citizen to 30H regardless map size/difficulty/speed.
There is requirement of double city size to whip and Slavery civic.
City regrowth thresholds: 22 + 2*CitizCount, so it is 24, 26, 28, 30, 32, etc.
Without Granary whip:
2=>1 converts 24F => 30H (+6H)
3=>2 converts 26F => 30H (+4H)
4=>3 converts 30F => 30H
4=>2 converts 58F => 60H (+2H)
Things become interesting when there is Granary. Granary reduces threshold twice: 11+CitizCount, so it is 12, 13, 14, 16F, etc.
With granary clean whip:
2=>1 converts 12F => 30H (+18H)
3=>2 converts 13F => 30H (+17H)
4=>3 converts 15F => 30H (+15H)
4=>2 converts 29F => 60H (+31H)
When city is around 4-8 Citiz whip approximately doubles F to H.
Should we whip? Not so fast ))
I say no when your extra food supports mines on grass hills. Basically hill improved by mine is -1F+3H.
If we invest 1F extra food to grass mine we get conversion 1F => 3H. It is better than whip, which basically converts 1F => 2H.
Mine on plain works worse. It is -2F+4H, so by investing 2F => 4H. Roughly same as whip.
If we add windmill to mine on plain: -2F+3H +1F+1C = -1F+3H+1C - same as mine on grass +1C and better than whip (1F=>2H)!
Tiles that requires 2F for support should provide at least 4 extra resources to be effective as whip.
Early farm on a river side plain: 0F+1H+1C, saving of 1F converts to 2H with slavery, total: +3H+1C
Early cottage on a river side plain: -1F+1H+2C, 1F investment gives +1H+2C.
Early farm on a river side grass: 1F+1C, 1F can be invested into slavery with total: 2H+1C
Early cottage on a river side grass: 0F+2C. Worse than farm by 1 extra, equal with improvement to Hamlet.
Cottages are worse that Food until improved to +2C or +3C.
Slavery isn't superior if you have enough mines ))
I've never played to Workshops, so leave calculation for readers...
I started to count to find out it's actual usefulness.
Basically whip converts one citizen to 30H regardless map size/difficulty/speed.
There is requirement of double city size to whip and Slavery civic.
City regrowth thresholds: 22 + 2*CitizCount, so it is 24, 26, 28, 30, 32, etc.
Without Granary whip:
2=>1 converts 24F => 30H (+6H)
3=>2 converts 26F => 30H (+4H)
4=>3 converts 30F => 30H
4=>2 converts 58F => 60H (+2H)
Things become interesting when there is Granary. Granary reduces threshold twice: 11+CitizCount, so it is 12, 13, 14, 16F, etc.
With granary clean whip:
2=>1 converts 12F => 30H (+18H)
3=>2 converts 13F => 30H (+17H)
4=>3 converts 15F => 30H (+15H)
4=>2 converts 29F => 60H (+31H)
When city is around 4-8 Citiz whip approximately doubles F to H.
Should we whip? Not so fast ))
I say no when your extra food supports mines on grass hills. Basically hill improved by mine is -1F+3H.
If we invest 1F extra food to grass mine we get conversion 1F => 3H. It is better than whip, which basically converts 1F => 2H.
Mine on plain works worse. It is -2F+4H, so by investing 2F => 4H. Roughly same as whip.
If we add windmill to mine on plain: -2F+3H +1F+1C = -1F+3H+1C - same as mine on grass +1C and better than whip (1F=>2H)!
Tiles that requires 2F for support should provide at least 4 extra resources to be effective as whip.
Early farm on a river side plain: 0F+1H+1C, saving of 1F converts to 2H with slavery, total: +3H+1C
Early cottage on a river side plain: -1F+1H+2C, 1F investment gives +1H+2C.
Early farm on a river side grass: 1F+1C, 1F can be invested into slavery with total: 2H+1C
Early cottage on a river side grass: 0F+2C. Worse than farm by 1 extra, equal with improvement to Hamlet.
Cottages are worse that Food until improved to +2C or +3C.
Slavery isn't superior if you have enough mines ))
I've never played to Workshops, so leave calculation for readers...