erikthecelt
Old, Geezer, Unoriginal
Hmmmmmmmmm???
Most answers to questions in CIV can be it depends or Hmmmmmmmmm???

Workshops are ideal for a city with ironworks where you are building the big



Hmmmmmmmmm???
Show me a realistic scenario with a happy and health cap of 10 or higher where slavery makes more sense than some combination of farms and mines/workshops.Happy cap, health cap, presence of extra high food tiles makes whipping more efficient even above the "cutoff" for farms vs mines. All things you are ignoring.
No, those core cities will be increasing their production with access to 3 hammer workshops. Another point in favor of dropping slavery.You are also ignoring the fact that your core production cities will have been built with hills (mines) in them so they won't need the workshops. Other core cities will be working cottages or specialists and will leave the production to cities better suited for it.
Build a granary and then grow. The start may be (but not necessarily) a little slowed from not being able to whip a granary, but thats only a meaningful problem on water heavy maps where you dont have room for workshops and in no way justifies weaker core production cities.Your satellite cities will be small. They need time to grow and infrastructure to be productive. Slavery helps immensely here at great hammer to food ratios. Caste system workshops are slower production for these cities and they will take longer to get up to speed under Caste System.
And i repeat, show me a realistic scenario with a happy and health cap of 10 or higher where slavery makes more sense than some combination of farms and mines/workshops.So the problem is you are taking one tiny piece of data (hammer to food ratio at population 10) and making an incorrect claim based on that while ignoring so many other factors. That would be the problem.
And i repeat, show me a realistic scenario with a happy and health cap of 10 or higher where slavery makes more sense than some combination of farms and mines/workshops.
Oh no no no no.Show me a realistic scenario with a happy and health cap of 10 or higher where slavery makes more sense than some combination of farms and mines/workshops.
My point is that your early production cities are likely to have more than enough mines to render the ability to turn flatlands into more mines moot.A guilds+CS workshop is a mine. And i am calling you on trying to split hairs to avoid the point.
Whats the use for slavery in such a city? Even less than extra workshops.If you have 5 grassland hills in your production city along with iron and enough food, what's the need for workshops? Minimal.
Show me a city with enough hills to optimize production at size 20+. It has yet to happen in any of my games.My point is that your early production cities are likely to have more than enough mines to render the ability to turn flatlands into more mines moot.
Which you seem to be ignoring.
If you don't need extra mines in your production cities, then caste workshops are essentially useless.
True. Which I already mentioned. Essentially, in the well developed core cities, it is a debate of which is better, nothing or nothing. And slaveries nothing wins there because of the potential to frontload hammers in some select situations (like whipping out caravels when optics is in etc.)Whats the use for slavery in such a city? Even less than extra workshops.
Size 20+ at guilds and CoL? Are you joking? How are you bypassing the health cap? How are you bypassing the happy cap (probably HR, but for instance if you are running Representation there is almost no way you will have that happy cap in any city).Show me a city with enough hills to optimize production at size 20+. It has yet to happen in any of my games.
You wont, of course, find such a city short of WBing it, and its irrelevant to the point anyway. So again, show me a situation where slavery beats guilds+CS workshops past size 10.
Whats the use for slavery in such a city? Even less than extra workshops.
Well its extreme there, but a whole continent well before 700 AD in the MC save. If I had guilds it would still be clearly correct to remain in slavery there. Way too many fringe cities. And guilds isn't really that far off in that save if I wanted it. I would say I have like 6 core cities and 13 fringe cities? I don't remember the exact numbers offhand. And my core cities don't even really have enough hills. I just have too many pressing needs outside of them and no pressing production needs in the core cities.How much room do you get to expand in your games?
Well its extreme there, but a whole continent well before 700 AD in the MC save. If I had guilds it would still be clearly correct to remain in slavery there. Way too many fringe cities. And guilds isn't really that far off in that save if I wanted it. I would say I have like 6 core cities and 13 fringe cities? I don't remember the exact numbers offhand. And my core cities don't even really have enough hills. I just have too many pressing needs outside of them and no pressing production needs in the core cities.
When I go to caste it will be for the extra scientists capacity not the workshop boost.
Only if you dont want some of your cities to grow big for a very long time. A size 20 commerce city with no infrastructure is more useful than a size 10 city that has whipped all the multipliers into place. For that matter, a size 15 city is more useful than the size 10 city because it will have villages or towns instead of still being stuck with cottages.And I've already answered your question repeatedly. In a single city, caste workshops may beat slavery. But over a larger empire, slavery can easily destroy caste workshops.
Where is this 20+ happy cap and health cap coming from. I don't get future tech 1-20 to start my games so I usually have some more constraint to my growth than you.Only if you dont want some of your cities to grow big for a very long time. A size 20 commerce city with no infrastructure is more useful than a size 10 city that has whipped all the multipliers into place. For that matter, a size 15 city is more useful than the size 10 city because it will have villages or towns instead of still being stuck with cottages.
Only if you dont want some of your cities to grow big for a very long time. A size 20 commerce city with no infrastructure is more useful than a size 10 city that has whipped all the multipliers into place. For that matter, a size 15 city is more useful than the size 10 city because it will have villages or towns instead of still being stuck with cottages.
Which is another thing to consider. What is the value of a cottage? Ever since i started using slavery, my midgame research has slowed down. Recent games where i only use slavery very situationally outside of my early production cities have shown an increase in my research rate. Slavery is overrated.
I definitely will be doing so. The funny thing is I love workshops. They are about my favorite single improvement in the game. But that doesn't mean I ignore another love (slavery) just to use them in suboptimal moments.You might as well make use of workshops if you DO decide to go caste though.
Yeah but the burden of proof for me was just one example. His claim was that caste + guilds + workshops is always better than slavery. That is one example (once guilds is researched) which is all I need to to disprove a claim of something always being true.Well yeah, I saw your save. The circumstances under which you managed to wipe out an entire continent are not always viable or optimal, but if I were playing your save of course I'd hold off on caste while still whipping infrastructure in new cities.
Set some limits if you want them, or deal with it. Your choice.Where is this 20+ happy cap and health cap coming from.
And i say again, give me a scenario. Show me a specific scenario at happy/health cap 10+ where slavery is better than workshops.Slavery speeds the growth of small cities to their cap because their infrastructure is done quicker and from that point they can focus on growth + appropriate tiles.
More general statements. Again i ask for a scenario that proves your point. We have not even talked about the kind of infrastructure we want yet.If you are working caste workshops in a small city that is stunting your growth in a very real way just like whipping does in a more obvious way. But your infrastructure will take longer to complete so you will spend a lot more time stunting your growth and thus leave those fringe cities at unproductive low populations for longer.
Quick whipping to build an army doesnt really seem meaningful this late in the game. Maybe if you wanna dogpile someone or backstab someone who just ended a war with someone else, i guess. But this can be a dangerous gambit since it stunts your production for a while after you are done whipping, while normal production would send a constant stream of reinforcements.It isn't, IMO. It's just mis-used. It's very relevant for early workers, the granary, etc - basically during early, heavy horizontal expansion. Also if using it for units means getting a commanding # of cities quickly, then really nothing else compares even if it's technically less "efficient".