Gaspar~ said:
Slavery is not always the best option, but it is almost always the best option in the early game. Wouldn't the easier play be to use Slavery early to help get infra in your core cities, then switch to Caste when you go to war, where Caste System is definitely the best wartime choice
With everything I am learning about Slavery here, this sounds like it might be a strong option to me too. We might actually be able to get off this rock sooner if we use the whip: I can't say for sure though since I haven't played that way yet.
This is how I see it (and I hope others will chime in on all this, because I am in uncharted waters):
Since these cities will be needing a few more buildings than those we will be conquering offshore, and they will be gaining the benefits of those buildings for a long time, Slavery might work out well. Most of our cities on this continent will need a library, a lighthouse, a barracks, a courthouse, and a forge.
If we want the great 3:1 hammer/food return that Bez mentioned (and I think we do

), then we will have to add a granary to the list. But adding one 60 hammer building to what is already a pretty long list of structures is no big deal.
The problem is that the limiting factor right now on how quick we can reach the other continent/win the game, is research, not production. So we will need to be very careful with our use of the whip. Every time a player considers using it, he is going to have to ask "will using the whip in this case result in us getting more research and reaching the other continent sooner." I think in most cases that will mean that we want to take advantage of "overgrowing" our cities into unhappiness (see one of Bez's earlier posts for a description of that) and using those unhappy people for the shields. If we were to use the whip in cities that are not over the happiness limit and growing quickly, then we would most likely be losing citizens that would be working a lucrative coast tile or a cottage, and that would definitely hurt us in the long run.
I think the short term trade-off we will be making by going with slavery instead of caste will be about 10 beakers of research per turn (and I can break down were I came up with that number if you guys want me to), and around 6 GP points per turn, although it will be more than that if we continue in Slavery after the National Epic is done. Hopefully we can overcome that 10bpt deficit by using our "extra unhappy people" to get libraries up sooner. My biggest concern is that we will end up having less people total working the coast and cottage tiles, so we must be very careful.
I think we should try it. Slavery first, then switch to caste when it looks like it is time. I would really like to find out how often we can use the whip to our advantage. And if it doesn't work out, we can always switch over to caste at that point. One additional turn of anarchy wont kill us.
A very important question: Once we have forges, how many hammers would we get for a whip, 30 or 37?
Bezhukov said:
Before we decide, I'd like Brad to check one thing. Load up a save from one of your fast dom games, played with a non-organized civ, and note the upkeep cost of CS, then compare with slavery. Wonder if you're hiring merchants to pay for the privelege of hiring them...
BTW, slavery is even cheaper than the default civic, so can be worth changing to when making another civic change, even if you never whip.
I can tell you what it will be without looking. Caste System will usually cost around 50gpt near the end of a game with a non-org. Civ on a standard map. Sometimes I will only be running around 15 merchants, so Caste would be costing me 5 gold, and other times I might have 40 merchants and turning a profit of around 70 gold. But the money from the merchants isn't the only thing that Caste System is doing for me at that point in the game. It has also been helping to generate Great People, and most important of all, it helps me to get each new city into troop production in the shortest amount of time. No theatres, granaries or stuff like that is required.