Why would we want to even keep this in C2C. Whipping has/does cause Multiple problems for the AI and Is a player in game exploit. Terrible decision to even have this in the Mod Imhpo. The whole slavery component is a OP component and should be Nerfed to Death. Absolutely abhor this in the game!
JosEPh
The AI does need to improve with it obviously. I'm finding it very strange that they do this so readily but generally speaking they SHOULD only, and I mean ONLY, be whipping IF they have a major army able to attack their city in the next turn. There's probably some other times when it would be beneficial but I was hoping to whittle it down to just that. I'm wondering if there are some python factors or if they are still considering small criminal incursions to be cause. I promise I'll get this fixed up as quickly as possible.
There are a LOT of good reasons to keep this in the game. It was a Vanilla standard, first of all, therefore it violates the goal of maintaining C2C as a game that clearly maintains and exposes it's original game roots.
Even without that, whipping anger manipulation effects are woven into many wonders and traits and so on as balance factors to give and retract value from those objects, as well as helping to add flavor to those objects. I know that if we removed it entirely, my upcoming trait structure would need a lot of rethinking in parts.
Additionally, whipping is the invitation to use a food based production strategy where you do all you can to work with a city that has a huge food income - go ahead and let it grow to the point of problems, unhappiness, unhealth, crime, disease, poor education (which might even be a benefit to this strategy actually since low education should speed growh rates so you can get even more to whip) and once it reaches a point of intolerance and you have some key buildings you really want to get completed quickly (a WW you're in a race for, for example) you can actually do the city and your economy a benefit by whipping.
In C2C this is harder to really benefit from as it was in Vanilla, where it was a critical strategy for not wasting huge amounts of time when you could be using that population refusing to work due to unhappiness you couldn't avoid by whipping it off then letting the city regrow (would be growing further because as the pop hit unhappiness it would stagnate in growth, wasting the food on unhappy citizens who weren't working to make up for it.) With C2C a population point has a much easier time making far more than it needs to support itself, whereas in Vanilla a pop at that stage of the game was pressed to support itself and bring in much of a net benefit over that in food terms. Slaving grew less and less desireable for use through the game in Vanilla because farms and such became more and more productive. Here, a good farm can support 4 population with one pop working it.
However, with the crime and disease angle, the more we tighten the screws there a bit, the more it becomes a valid way to escape those effects when the costs of the units to support a high population get prohibitive. So deity players may start finding reasons to whip pop, thus why it was brought up by Noriad who plays with these kinds of legitimate challenges that this becomes a solution to resolving and yet still utilizing a high population birth rate. Clever players can also use food merchants to overgrow their cities like a duck's liver and harvest that overgrowth with whipping as well.
Having this depth of strategy some call an exploit. Others call it the stuff that makes the highest levels of play fun, that you can display that human intelligence can make the most use of all tools available to them to overcome a simpler AI player that is simply given a lot of handicaps instead, to the point that if you AREN'T capable of figuring out every human exploit possible - and this one is particularly juicy because it's highly complex to use without it backfiring - then you will probably be quickly defeated.
It's also a great way to give players a defensive boost capacity that enables the defending militaries to stand a chance against invaders, or at least help to wear them down further. A way to get some more troops into beleagured cities in a real hurry. This is really good for the game in terms of helping to give it some longevity by making cities a little harder to take down, but it still exacts a price.
When using it for troops, it's almost more of a draft system than imagining that you're simply pushing your people so hard that they are dying under the labor. Even when using it on a building, one can imagine that the loss of population is simply citizens fleeing the city out of fear and refusal to deal with the harsh overworked conditions, moving on to become barbarians elsewhere, or being guided out of the land by a benevolent diety or something
It's a blend of various concepts and does it in a way that doesn't get too graphic for some of them. In general, it's depicting the many ways that early civs would control their citizens to greater productivity through fear, intimidation, and worse.
I think the game would be missing a lot if we took it out.