TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,993
I believe a significant part of the design of slavery in Civ 4 is a means of normalizing/balancing otherwise too-variable terrain. It prevents positions with lots of grassland hills from having a strict production advantage.
If you make it significantly worse, then a lot more positions will feel like those plains-surrounded woofer positions you can get on dry tectonics maps, coastal positions become much worse than inland positions, and the advantage afforded to traditional "bureaucracy cap" with river cottages grows even more...as they could both get infra out and then crank units at similar pace to previously, in contrast to food-rich but hills-limited positions.
Slavery in Civ 4 is nonsense from a historical perspective (though so is chopping forests into spaceship parts...). As a --> converter, however, it is a crucial part of the game balance as civs expand and set up for late game. Altering it would force a heavy rework of the Civ 4 systems in general. Notice that Civ 5 and 6 don't have it, and changed the nature of production, moved lumber mills earlier, and made numerous other changes to compensate. IMO 6 handles the yield tradeoffs pretty well, but it's necessarily quite different. Not as simple as merely nerfing slavery.
If you make it significantly worse, then a lot more positions will feel like those plains-surrounded woofer positions you can get on dry tectonics maps, coastal positions become much worse than inland positions, and the advantage afforded to traditional "bureaucracy cap" with river cottages grows even more...as they could both get infra out and then crank units at similar pace to previously, in contrast to food-rich but hills-limited positions.
Slavery in Civ 4 is nonsense from a historical perspective (though so is chopping forests into spaceship parts...). As a --> converter, however, it is a crucial part of the game balance as civs expand and set up for late game. Altering it would force a heavy rework of the Civ 4 systems in general. Notice that Civ 5 and 6 don't have it, and changed the nature of production, moved lumber mills earlier, and made numerous other changes to compensate. IMO 6 handles the yield tradeoffs pretty well, but it's necessarily quite different. Not as simple as merely nerfing slavery.