obsolete
Deity
Slavery is neccessary when you've got crappy land.
Actually, when ever I hear people talk about crappy land, they are talking about food deficits. This would be the WORST time to use slavery.
Slavery is neccessary when you've got crappy land.
I've never really liked slavery just because I don't like the idea of deliberately whipping down a city's population, plus it requires more micromanagement than I'm really interested in. I'll probably never get beyond Emperor because of that limitation, but oh well.
First, you have a granary, which costs 60 hammers. Second, unless you stack anger, you'll whip once every 10 turns, so your 21 hammers over 5 is still 21 hammers over 10. So it takes 30 turns to break even - whereas a settler could have settled another corn/rice/double grassland hill city and produced 13 food/hammers per turn (much more than the 2.1 per turn from whipping).
Now let's say it's not your capital (which often wants to get a fast library before granary) and you don't have happiness resource, so your happy cap is 4. Now the 10 turns really hurts: you can 2 pop whip, but instead of spending 1 turn at size 2 and 2 turns at size 3, you spend 1 turn at size 2 and 8 turns at size 3.
Now instead of losing 1 turn x 2 + 2 turns x 1.5 (working a forest insead of 2 mines) = 5 mine turns (and 1 food and you don't get to use the hammers produced from 3 turns of growing produced for settlers, for a total of 11 yield + 3 discretionary hammers, if we're wondering where the rest of the 13 x 3 = 39 hammers went, it's in the overflow)
Instead of that you lose 1 x 2 + 9 x 1 = 11 mine turns (22 yield). If you don't plan to control your initial food value, you'll spend 2 turns at size 2, for an additional mine turns (24 yield). If you overflow into a settler, that's another turn at size 2, so it's
3 x 2 + 7 x 1 = 13 mine turns (26 yield). Finally, the hammers you spent growing won't go to settlers, and you'll spend 2 turns growing at size 2 (1 hammer each) and at some point 2 turns at size 3 (2 to 4 hammers each, depending whether you go forested grassland tile or grassland mine), so you lose 26 yield with 5 to 9 "growing hammers" unavailable to settlers.
The benefit is easy to calculate: 30 x 2 hammers for 12 + 13 food, so a net 35 yield.
If you don't value the growing hammers, you're gaining about 35 hammers for 31 yield over 10 turns. If you do value them, you're gaining 35 for 26, or 9 over 10 turns.
Finally, a few final points, -
this an example with an extremely high food:hammer ratio. The lower that ratio (say wheat, cows, maybe a copper mine), the more hammers you "waste" growing.
-with vast expansion, riverside grassland cottages may be preferable to mines. And while you can whip into hammers, you can't whip into commerce.
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Or a short conclusion:
the benefit over cost of building a granary then whipping settlers, with all things considered, is surprisingly low
If you have a granary, because you didn't need more units to fogbust, you might as well squeeze some extra hammers out of whipping workers/settlers.
i've seen people won deity games w/o slavery.
Currently playing Sury II at Immortal on standard fractal map. I have 11 cities and won the Lib race at 600AD. The whip was not used once, chopped out Mids in the cap whilst other cities built settlers and workers. Instead of slavery I moved straight to caste/bur/OR with a Great Artist from Music. Rep was used as soon as the Mids completed and the Cap is running 5 specialists and has produced 4 Gt Scientists with the fifth to arrive in just 8 more turns. Slavery, whilst powerful, is not the only way to go in this game.
He's referring to the Pyramids -> representation@Obs
Spoiler :Rep/Notre-Dame ?
Can't find anything else :s
Unless you use the culture slider ?
^^Oh, I feel dumb. I thought he was talking about taking vassals.
I try to avoid slavery when using industrious leaders. Particularly since I know I'm going to raise my happy ceiling in the BC era (without happy resources or monarchy) hint, hint...
The odd time I use it is if I got SCREWED by the normalizer, giving me only 1 or 2 hills (yes this happens), then I'll sometimes whip to convert what food I have into hammers to make up for not having those mines.
Boy, I just love it how Failaxis decided everyone needs a minimum of THREE hills to work, yet not only did they forget to check if that hill is under your capital, but they also count it as part of your fat cross even though it is separated by ocean tiles....
How many patches... and no one fixed that?
What a bunch of idiots.