Regarding the discussion in the crime and punishment thread (which as koshling points out doesn't really belong there), I just wanted to log a complaint about the new build times in as constructive a way as possible.
If the slavery civic is spectacularly overpowered to the point that one considers the rational solution to be doubling the cost of everything, maybe the better solution is a serious nerf to slavery instead.
I suggest the following (in full recognition and respect for the right of the modders to do what they want/seems best to them):
1. Reduce the power of slaves to one or two

a piece, possibly granting them back with fairly expensive buildings.
2. Don't let citizens be assigned as slaves at all. Instead restrict the in-city slaves to 'settled' slave units. Let civilizations running Slavery 'build' slave units, but upon completion, a city's population is reduced by 1 (like Civ 3 workers).
3. Restrict the number of slaves any city can manage. The easiest thing I think would be some proportion with its current population. Like 1:1 or less. Alternatively, give cities a slave management stat that is increased mildly by appropriate buildings (which if they already are in the game would be made more expensive).
4. I think there's an event for slave riots. This should necessarily result in a decrease in slaves at the city in question, either as a result of quelling the riots or excapes.
Doubling (or near doubling as a later SVN claims to have mildly reduced the new costs) the build costs of everything also hits every single city that is not loaded to the gills with slaves with what are likely unforeseen consequences. I started a game on eternity with a gigantic map last night (size increase just to see what viewports will let me get away with) and looking at these build times, I don't think it's going to be possible to get my trackers out and get cave dwelling built before its expiration without some deliberate avoidance of the tech for quite some time. I think that combination is about the most favorable build to research ratio one can assemble, so I don't know how folks playing at faster speeds are going to manage.
So as not to be all negative, it does seem that making it harder to build nigh everything will necessarily reduce the number of +

buildings built, so the mid-Ancient era glut of cash on hand may be reduced. I'll let you know if I get there.