City of a Thousand Slums

it-ogo

Hedgehog
Joined
May 23, 2007
Messages
589
There was much enthusiasm about this wonder... So did someone already test it?

As it has no sense for Kuriotates it is the most promising for the FoL civ because of the Guardian of Nature (Some alfar?). And that is odd. Maybe also good in some wastelands (tundra?) but not so good.

Again I am not quite happy to have it with Engineering. Engineering is already very, very important. And slums usually are not a product of some engineering. :)
 
Tried the wonder and love it. Since I frequently play OCCs, it lets me play competitively with a civ other than the Kuriotates. (It is especially great if I can get the Tower of Complacency in the same city for a Luanan civ, drool). The lateness isn't a problem as I can make do with specialist until an Engineering explosion.
 
Yeah, when Kael told me CoaTS was going to come with engineering I wasn't completely sure either, but it does make more sense to be there then any other appropriate tech I can think of. I think the main reason for engineering was that it needed to be quite a late tech and that was the best option.
 
I tested it with Lanun: it with Lanun, OO.
So, a city with radius 3 (CotTS), tower of complacency and a lot of pirate ports.... It worked TERRIBLE COOL. There were 3 pearls and some fish and crabs also, so this city only (with God King) provided me with gold other empires couldn't imagine with their empires.
Also this'd be cool with the Khazad and a lot of mines - super-productive center wuth the G-K civic =).
 
My suggestion on this was to create an alternate wonder to CoaTS for the Kuriotates that would allow them to have an extra "real" city. Something like "Regent of Cardith".
 
I don't really consider engineering a late tech. That whole line is so cheap to get beakerwise, and so good ( road bonuses, bridges, irigation, metals) I'm not sure who doesnt get it, actually.
 
If I were to pick where to put it I'd probably choose Taxation. Slums are the result of poverty, which is caused in large part by excessive taxation (especially before the invention of different tax brackets and the progressive taxes. In Ancient and Medieval times the tax burden rested mostly on the poor.) They are also a result of the lack of good engineering.

(I may move the wonder in my modmod)
 
From a thematic perspective that makes a lot of sense.
 
Good logic about Taxation.
 
If I were to pick where to put it I'd probably choose Taxation. Slums are the result of poverty, which is caused in large part by excessive taxation (especially before the invention of different tax brackets and the progressive taxes. In Ancient and Medieval times the tax burden rested mostly on the poor.) They are also a result of the lack of good engineering.

(I may move the wonder in my modmod)

I actually added Taxation as a second tech-requirement, as well as adding some considerable unhealthiness (+4) and a reduction to GP production (-15%). It makes the decision to add a 3rd ring one that you have to consider a little more carefully.
 
Those are some heavy penalties! With than much unhealth is it ever worth building, unless you have a very good series of specials in the third ring? The point is to build up a huge city really with lots more available land, take up too much food with unhealth and you won't be getting there (would make it ideal for the elves I guess, given how healthy their cities normally are)

I hadn't looked at the requirements for it yet, am in a game as khazad now with engineering not too far away.. I've based the game around my capital, am now itching to build it!
 
The unhealthiness is provided by the large population. Being able to work the 3rd ring will lead to high population which will add +1 unhealthy for each. No need to add further health penalty.
 
IMO Vehim's penalties are entirely appropriate. It seems like too much of a good thing to me. And its a thousand slums, not "Wonder of Great GOLD GIVING!!"
 
Thinking about the city i want to put it in its already limited by happiness and has negative health with plenty of its original fat cross still to be used. Excepting a situation where happiness and health aren't an issue (infernals, Law 3 spell, couple of other things), the Slum will be more about letting you choose some better spots to work rather than massively increasing city size. Possibly excepting the late game if you are health/happy resource rich, but by this stage it isunlikely to really affect the game result.
 
Kael and me agreed that it shouldn't have a health penalty. It makes sense RP wise but it just makes the whole hing pointless. The idea of having the slums is to get a city with a huge population, more or less. Having a heath penalty stops you from being able to do that. It does increase crime rate though and I think there might be a few more crime events now but Im not sure. I don't think it needs another penalty tbh.
 
I don't like the health penalty because I build it to make my city into the City of a Thousand Slums...not the Village of Perpetually Poised Water.
 
The name kind of indicates an increased degree of unhealth, so -2 health wouldn't be unreasonable and perhaps an increase of +10% to maintenance.

However, I don't see any logic in any reduction to the GP rate, if anything it should boost GP by +10% (or something).
 
Correct. Cities with thousands of slums are certainly more chaotic and should therefore suffer in health AND happiness. However they definitivly boost the emergence of great people, simply because they are more competitive and this is boosting the creativity and the drive of people.

I work and live in Bombay since 2.5 years and I think I know what it means to live in the City of Thousand Slums because Bombay is just like that.
 
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