User0918
Chieftain
- Joined
- Jul 19, 2014
- Messages
- 45
I played an earlier version of C2C a good while ago and back then slaves worked just fine. You incurred some noticeable drawbacks, but overall they were a valuable addition to your cities.
I installed the latest revision and started a deity game on prehistoric, snail, longer research/production, complex traits and some more of the advanced options. I went straight to Slavery tech and was dumbfounded to find out that slaves completely cripple your cities now, while barely providing any advantage at all. First of all, you have to choose a Scientific leader to counter the malus or your research will be zero. Second, your GP rate will also drop close to zero. Lastly, your cities will get swamped by crime and disease at a rate which you just can't counteract in the early game.
So what are the benefits then? Hardly anything, a few coins/hammers/culture points, surely nothing worth neutering your cities over. I chose Financial as my first trait, not expecting to brick my game in that very moment. Why do you portray slaves as concentration camp inmates, disease-ridden and more of a burden to their surroundings than anything else? Looking back at history, slaves played an integral part in advancing civilizations beyond what they could have achieved on their own. If anything slaves freed up citizens from performing menial tasks so they should be a boon to science and GP rate instead.
If your plan was to balance slaves in terms of gameplay, just reduce the rate at which you can capture them or add a slave limit per city. The way they work now is inane and a slap in the face of anyone who decides to focus their civ around them.
I installed the latest revision and started a deity game on prehistoric, snail, longer research/production, complex traits and some more of the advanced options. I went straight to Slavery tech and was dumbfounded to find out that slaves completely cripple your cities now, while barely providing any advantage at all. First of all, you have to choose a Scientific leader to counter the malus or your research will be zero. Second, your GP rate will also drop close to zero. Lastly, your cities will get swamped by crime and disease at a rate which you just can't counteract in the early game.
So what are the benefits then? Hardly anything, a few coins/hammers/culture points, surely nothing worth neutering your cities over. I chose Financial as my first trait, not expecting to brick my game in that very moment. Why do you portray slaves as concentration camp inmates, disease-ridden and more of a burden to their surroundings than anything else? Looking back at history, slaves played an integral part in advancing civilizations beyond what they could have achieved on their own. If anything slaves freed up citizens from performing menial tasks so they should be a boon to science and GP rate instead.
If your plan was to balance slaves in terms of gameplay, just reduce the rate at which you can capture them or add a slave limit per city. The way they work now is inane and a slap in the face of anyone who decides to focus their civ around them.