Magil
Monarch
- Joined
- Sep 26, 2010
- Messages
- 1,622
Same thing when building, say, a bank, or a library, etc. This is not discussed, the issue on topic here is to what extent this 'investment-repay value' goes.
Not the same thing at all. Food is the single most important resource in the game and can easily be converted into anything else. Furthermore, Libraries and Banks interact with the terrain and the local output of the city, which directly limits their ability to return their investment. Corporations have no such limits, since they don't interact with the local terrain at all. You're simply ignoring too many factors here, quite deliberately I imagine.
It is not. It should have a proper alternative with serfdom -which it doesn´t-. But it is fair for the epoch it is set to be, period. Make use of it as far as you can, eventually it diminishes it´s power. Why it would be broken, any civ can use it , and it even reflects the historical social structure of it´s epoch (caste sys makes for a nice alternative given a specific strategy though)
What Slavery teaches us is that active economic management that's not just sitting and waiting for buckets to fill is interesting and fun. But it should be handled in a more balanced way. I think that the Eureka and Inspiration boosts from Civ VI take this lesson to heart. Will they be balanced? That remains to be seen; my current estimation is that Eurekas and Inspirations will be responsible for more Research/Culture produced over the course of the game than any other single source. That doesn't necessarily mean it's overpowered, we'll need to see more of it to know that.
But Slavery's implementation is broken. It has no equal in the Labor civic category, as Serfdom is a joke, and Caste System is great for narrow niches (Specialist economy, Spiritual shenanigans) but otherwise no competition. Emancipation is really only competition because the AIs adopt it and it directly penalizes Slavery when they do so, otherwise you'd probably run Slavery in the lategame too. It also assigns even more value to food when it's already such a powerful resource, which is not a good idea. To the extent that I would say that production is largely marginalized in the early-to-midgame--it's useful enough in small amounts, but you don't want to heavily emphasize it because it's better to build with food and grow onto cottages. It's simply way too efficient.