No slavery challenge

antimony

Prince
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Inspired by the discussion at:

I would have assumed this has been discussed before on this forum, but couldn't find any clear thread on the topic through the search tool, so here we go. The thread linked above focused on this idea that many buildings (among other things) are devalued by the dominant strategy of (to simplify) reaching some breakout tech followed by whip-powered mass unit production and conquest. So I wanted to focus on a narrower point: how would we value things differently in-game under a challenge where slavery is banned (for the human player, the AI would still use it presumably). Also I'd be interested to see how my intuition in this initial post is corrected by more seasoned veterans.

Basic assumptions:
- Game generally lasts longer.
- Production is a scarcer resource and "natural" hammers become more important.
- Most of the game will be under caste system.
- Raising the happiness cap becomes even more important, and perhaps eventually the health cap.
- Upgrading units becomes more attractive as you can't "rush" produce new ones as soon as you have the tech, at least not until quite late in the game.

Effect on buildings:
- General: the effective and opportunity cost of any building goes up... sure, the game lasts longer and thus buildings have more time to "break even", but they also can't be rushed, so their yields start later. Also, the opportunity cost goes up since any production turns or forests sunk into a building could have gone into something else, especially in the early game when natural hammers are scarce.
- Granary: No whipping obviously removes a key benefit. On the other hand, in a game with more focus on "food sinks" like specialists (caste system) or mines, boosting growth rate might still be useful (granary doesn't change the max workable population for given food resources, but gets you to that max sooner). More minor points: regrowing after starving the city to max out specialists during a golden age, and cheap source of +health when needed in the late game.
- Monument: Worth less (unless CHA) because of earlier caste system.
- Library: Also worth less because of earlier caste system. Still good in high-commerce city with natural hammers to spare.
- Lighthouse: Harder to build in coastal cities as they naturally have less hammers.
- Courthouse: May be useful if the game lasts longer, but also less useful if we don't get as many cities as a typical game with slavery.
- Forge: Main winner under these conditions, boosts production and often happiness, still quite expensive if not IND.
- University: Maybe more useful, especially with PHI, if the game lasts longer.
- Can't think of a big effect on most other buildings (including military ones).

Bottom line: yes, granary becomes less valuable, but so do many of the early buildings, and late buildings come with a large hammer requirement that fewer cities can meet, unless you have the trait giving a discount.

Traits:
- Still as good: FIN
- Valued better: PHI (longer time in caste, more use for cheap universities), IND (cheap forge, greater benefit of Pyramids if caste is the main labor civic, perhaps also other wonders), CHA (+happy, promotions are more valuable if you upgrade rather than whip new units), IMP (produce more settlers with our precious early production turns + forests, unit upgrades being more valued also makes great generals more valued).
- Unclear: ORG (basically the same reasons noted for the Courthouse), EXP (granaries less useful, but small worker boost and +health)
- Valued worse: CRE (libraries and border pops less needed with early caste), SPI (presumably less civic switches, also even cheap temples are less interesting as +happy buildings compared to IND forges or CHA monuments).
- Still as bad: AGG, PRO

Perhaps good leaders in this format would have a combination of some of the "valued better" traits and/or FIN, strong starting techs or early UUs to compensate for the slower expansion in a no-slavery challenge. I would think of leaders like Suleiman (IMP/PHI, great techs), Cyrus (CHA/IMP, good techs and UU), DeGaulle (CHA/IND, great techs), Lincoln (CHA/PHI, at least has Agri), and to a lesser extent Hannibal, Victoria, Liz or Augustus (all have good traits but worse early game). Also of course the Inca, as usual.
 
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There has been a succession game (or maybe more than one?) without slavery.

I def. agree with PHI being a main winner here :)
But that also means the best traits get even stronger, a bit like in games without tech trading.
State Property now gets totally out of control..i fear no slavery just switches around balancing issues.

A mod with no changes other than whipping gives 20:hammers: instead of 30 would be great.
 
I think Louis becomes a top tier leader - he lets you take multiple options for trait unlocking (good start techs + IND for Oracle --> Monarchy/COL, or Pyramids). Also lets you plant cities flexibly for food + mines, grabbing land without trying to use the whip for granaries + monuments/libraries for borders.

Alternatively, Victoria (FIN/IMP) could be another flexible land grabber.
 
Yep. The bad part of this challenge is that you are more dependent on having high land quality. I mean lots of green, forest etc while in a normal game as long as you have food you have things to work with.
 
I think Louis becomes a top tier leader - he lets you take multiple options for trait unlocking (good start techs + IND for Oracle --> Monarchy/COL, or Pyramids). Also lets you plant cities flexibly for food + mines, grabbing land without trying to use the whip for granaries + monuments/libraries for borders.

Alternatively, Victoria (FIN/IMP) could be another flexible land grabber.
Yeah I might have overlooked the benefit of CRE. That challenge requires more land to work / chop in general which CRE helps. Also on higher diff CRE is great at fogbusting which helps save hammers too.
 
I had a good immortal no slavery game with lincoln but it required a high hammer start and good surrounding land.
I think any of the hammer saving traits are pretty good here; and creative is definitely a solid choice since you can't whip the libraries or monuments. You can try an inland sea map which usually gives everyone a fair share of pretty good land.
 
I would like to see a self-imposed restriction where slavery can only be used to build city improvements. More realistic. I want to work slaves to death building the new temple, not give them weapons.
 
I think Charismatic has some flavour here too. Can't whip that unhappy pops. Need big cities for production.

Spoiler :

Sooo... Fire up a game? :dunno:
 
Yes I just tried on Deity but I cannot see it working (I"m lagging very much behind, even with a generous start...)
 
Yes I just tried on Deity but I cannot see it working (I"m lagging very much behind, even with a generous start...)
You tried the new Ottoman one? (EDIT: NVM I see it was just posted this morning.)
 
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Here's a try at NC 322 (Pericles - semi-iso) on Immortal, Turn 68. Trait combination + Odeon for happiness seemed good in that challenge.

Spoiler :

I tried this before checking the spoilers in that thread and seeing how hard the game would be on deity, so maybe not the best map to show anything.

I got T62 writing, Great Scientist scheduled for T75. This is on effectively 3 cities as Argos (eastern cow) was useless due to our delaying of AH until after Writing, only serving to save some land. No whip kind of forces delaying western fish city, given how slow it would be to set up.

Note that the Library build in Sparta is just to protect my elephants from Bombay's culture (we'll see if it holds up). If I keep the elephants, then Math bulb allows research of HBR during the time that would be spent on Math, then construction by T85 for sure. War production is when the lack of slavery really starts to show though: I plan to chop around 16 forests in x30 hammers, so a minimum of 3 phants + 6 cats upon reaching Construction. I have the worker turns to pre-chop those in time.

Other mitigating factors for this map:
- Many food+hammers in capital (17H towards settlers/workers at size 4!), many forests.
- Culture + small territory means barbs are a non-factor.
- No risk of war declaration from Gandhi and below-average military expected from him.

I was unsure about whether or not to take out Gandhi at the beginning which explains a bit the non-consistency in the game plan (such as settling Argos). I now think war is worth it because I don't need many forests after that... it's Immortal so I can just build up the economy on that land, bulb Astro and eventually get to State Property early enough to be competitive with the AI.


nc322_t68.png

 
I was thinking I had tried this before but I can't remember the game at all so maybe I didn't.

My initial assumptions would be:

-Production and happiness obviously become the early game bottlenecks. Settling for happiness resources could be more important than usual.

-Food is clearly still good but the payoff is different and comes later in the form of specialists (Caste) and workshops (maybe not worth until Guilds??) unless the city just has other good tiles and resources to work.

-Early coastal cities are probably really bad with the possible exception of FIN leaders.

-No emergency whipping for defense or whipping an army out of thin air to attack so unit production needs to be much more calculated.

-Late game economy (Communism) should be largely unaffected, but getting to that point is clearly the challenge.

I wonder what types of wars are more / less feasible here. I feel like elepult and engineering wars are generally very whip intensive. HAs could still work if early production is good. Upgrading to cuirs or cannons would probably be good since they require less production and more gold (which we can get with GMs), but diplomacy and early settling need to work out for those to be viable options. Drafting could potentially work, but drafting always has the same drawback of massive unhappiness so it depends on the situation. Inca cheese is probably the strongest strat as always. Any leader with a really strong and cheap early UU could be good (Egypt, Persia, etc).

Honestly it feels like this just makes the strong leaders even stronger rather than highlighting some overlooked value in the weaker leaders. Still sounds fun though.
 
Having played a bit more I agree with you, especially the last point, and probably won't try many more games like this after my current one (deity Suleiman). The main drawback is how vulnerable you are early game as you pointed out, it feels bad to rely so much on luck of the map / opponents. EDIT: Except perhaps with Huayna Capac or Cyrus with horses, because their UU is just so good against barb archers while their traits are also great for growth.

Early warfare is really difficult, on immortal I turned 16 forests into an elepult army and barely took out a 4 city Gandhi. So early rushes definitely seem out for deity, and options could be to upgrade early mounted units to cuirs with a GM, or get to cannons where by then workshops are good.

With at least one good trait and an average to good map, it doesn't feel too hard to out tech the AI on immortal and get to Lib Steel for example, but on deity you get less cities an a faster tech pace, so I'm not sure it will work, but again I'm really still a beginner as it comes to winning on deity . Suleiman with IMP PHI seems about as good as it gets to secure more land and get faster to Lib.
 
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Tried the previous Ottoman NC (331) on deity, for this challenge.
I though using the gunpowder beeline through education could work here. Unfortunately, halfway trough I realized I had bungled the beeline. I remembered, you had to avoid either pottery or bronze working, when it was avoid pottery or mining. Decided to continue anyway, with a modified plan. Libbed nationalism AD 250 and discovered gunpowder AD 450 via manual research. Declared Wang AD540 with small stack of 9 drafted Janissaries, 2 maceman, 4 catapult and 1 trebuchet.

Production is indeed a bottleneck, but hardest thing for me was that you can't easily get any benefit out of conquered cities for a very long time.

It's now 1200 AD. Core five cities of Wang were captured by 900 AD and I'm now bombarding culture of his last city located on another edge of the continent. I'm the only one with steel at this point, but most of the others have bunch of tech over me, including some having rifling and physics. Zara has been friendly for most of the game, but he now surround me from three sides, just dropped to pleased and is plotting.
 
I would like to see a self-imposed restriction where slavery can only be used to build city improvements. More realistic. I want to work slaves to death building the new temple, not give them weapons.
I like this, In a more philosphical sense, I think this is really the “type” of slavery the game had in mind. Antebellum US type slavery resembled more of a caste based serfdom type as opposed to mass population sacrifice to build a work like Mids. A better system would have been some early conscription type system. I guess the games “theory” is youre working citizens to death forging axes, or starving them to feed the extra horses?
 
I know the odds are low and its random at best, but does some type of “forestry management” come into play? Like only chooping some forests and not improving the land so that the forest can grow back?

I cant draw it but picture an area where you have three consecutive forest plots, you would chop the middle one to increase the odds of it growing back.
 
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