Not always. Slavery is generally poor use if you have large cities with well developed tiles as the people you lose from slavery would have otherwise produced alot of stuff you now miss. Eventually you may be better of working mines and workshops than using slavery. Emancipation is at its best then you have large enough cities that slavery become unwanted and too expensive great people to exploit caste system in such situations cottages are really good as a good town is really good for both science and production (if you build the Kremlin but still decent without it).
Yes, but isnt that precisely why Slavery is available at Bronze Working i.e. very early? Simply working Workshops isn't comparable to Slavery until at least Guilds and then only in Caste for the 2nd boost; working mines before that point requires the kind of food surplus you could just whip into hammers anyway (though a mine is a lot more justifiable as you can't farm a hill/it doesn't compete for flatland/they are just as efficient without needing a civic/tech boost). This point of "eventually" moving to working tiles instead of whipping you allude to could be rather quick (pick up Guilds and bulb Chemistry early) or very late (State Property + Caste switch). If you're not going to bother with workshops until as late as SP I don't see any competition--at all-- with Slavery until the point you have Democracy and can actually start growing Emancipation cottages, which is another point that varies based on how aggressive you want to pursue war, tech rate, how focused on GP you are, etc.
I'm sure it's just a personal thing, and I am by no means very experienced with this game especially at higher levels, but I hate putting cottages down in place of any spot a farm can go AT LEAST until Emancipation comes unless my leader is FIN....Slavery is that powerful for expanding, creating infrastructure, raising armies, etc, Caste and the GP it can grant are, as you point out, better for teching through the early-middle part of the game by far. One can also only whip to get important infrastucture/expansion done and then use Caste+Philo to tech, it works very well if you can set it up quickly. Designated cottage cities or tricks like running Caste just for a bit to get some important bulbs done before swapping back to the whip (in this case you wouldn't bother with Guilds/Chemistry) can get me through up until the point I need to start thinking about pursuing a late game option like SP+Caste or Suffrage+Speech+Emancipation.
In terms of science I think only specialist (with great people) can beat a good town and in terms of production a town is around as good as a workshop.
Yeah, there's no doubting that (fully improved) riverside Towns are the eventual most powerful improvement overall in terms of final yield as a total.. In terms of production power though I'm not so sure they out-do full workshops, especially considering how much more quickly you can get them in place (bulb Chemistry, which can be done immediately after Printing Press; the AIs always tech Guilds and Engineering quickly so trading should be an option), you don't have to finish growing a workshop, and the fact you can only use a Town's full production power at 0% slider.
In a best case scenario, a FIN town in US is +9 gold at 0% + 1 hammer and either +2/3 food or +1/2 food with +1 hammer. We're not gonna whip, so that food can't be counted for production even if the surplus contributes to another pop, so we're looking at what, 3h + 1h + maybe 1 more hammer for +4/5 hammers under US without the Kremlin and/or gold boosters? And it has to be grown to reach that point? At least they are more sustainable than +4/+5 workshops without State Property. The part that always gets me is again, for the purposes of production, a Town is only practical at 0% slider, and nothing boosts the raw commerce yield except the one-ctiy-only Bureaucracy.. . Workshops will let you still run any slider level you want, and can be made 10% more effective with SP. The speed with which you can get Towns in place (such as if you grew them from very early on) is likewise meaningless if you can't convert their commerce yield into production without US, so for productive purposes they are kind of slaved to the speed with which you can get Democracy (obviously Mids would be a great boon instead).
I'm not arguing that the whole late game Towns everywhere thing isn't better than "hammer economy" with workshops in SP+Caste-- I KNOW cottaging is stronger, economically, overall. But in terms of production for building space parts or raising armies to go stomp, I just don't see it at least without abusing corps which said SP workshops can't utilize. And there is the factor of reliability; you can get workshops in place for decent yields(+3/+4 hammers, CoL and Guilds) quicker than you can get Democracy to grow up Towns, and work them for all those turns
until you get US. I've done both and the speed with which you can get to this point (bulbing helps) allowing me to end the game faster is always a major boon. Not much can stand up to the macroproductiion of a fully upgraded workshop infrastructure, whether you're using Cuirs, Rifles or even Cannons (overkill much) at that point.
Feel free to set me straight, BTW, these are just my own observations and experiences with the game and like so many new-ish players here (about 1 year under my belt now) I'm always learning and I want to! It's pretty clear you've got a bit of experience on me.