Tiberias
Chieftain
Am I the only one bothered by the fact that nearly all advanced early-game strategies are based on whipping and chopping (either Axes, or Pyramids, or Artemis, or Settlers, etc.)?
Forget about advanced forms of government, technology, diplomacy, trade . . . enslaving your population and cutting down every stand of woods in reach is the key to success, who would have guessed?
It looks as if BTS delivered a tiny nerf to Slavery, but it's not much. If early game strategy is going to be any more advanced than "whip + chop [insert unit or building here]", some fixes to make whipping and chopping more of a trade-off might be order. I'm not opposed to either of the two, but I think that they should really only be useful for very specific circumstances, either finishing up a mostly-complete Wonder, or getting a unit out for a desperate defense.
Some potential fixes might be:
I realize implementing any of the above would unleash a tidal wave of complaints, but I actually think it would increase the complexity of early game strategy, not decrease it. Like the old "settler rush", the "chop + whip rush" is just too easy a strategy, the downsides are limited and the upsides--easy early conquests, dominating the Wonders--are too big to pass up. Not until rushing strategies involve serious trade-offs will early game strategy become more interesting.
Forget about advanced forms of government, technology, diplomacy, trade . . . enslaving your population and cutting down every stand of woods in reach is the key to success, who would have guessed?

It looks as if BTS delivered a tiny nerf to Slavery, but it's not much. If early game strategy is going to be any more advanced than "whip + chop [insert unit or building here]", some fixes to make whipping and chopping more of a trade-off might be order. I'm not opposed to either of the two, but I think that they should really only be useful for very specific circumstances, either finishing up a mostly-complete Wonder, or getting a unit out for a desperate defense.
Some potential fixes might be:
- Substantially increase unhappiness from whipping, so that the city has a very real, long-term penalty to productivity. Whipping should, in effect, be a city borrowing heavily from its future productivity. The fact that players can set up cities to whip unit after unit, or building after building, is an indication that the penalties are too light.
- Limit whipping to only buildings, or perhaps buildings and workers. Whipping settlers makes absolutely no sense whatsoever. Even if military units could be whipped, it should be as for Conscription where there's an (additional) population penalty and they start out with zero experience.
- Double the time for chops.
- Substantially cut the bonus from chops prior to Iron Working and Replaceable Parts.
I realize implementing any of the above would unleash a tidal wave of complaints, but I actually think it would increase the complexity of early game strategy, not decrease it. Like the old "settler rush", the "chop + whip rush" is just too easy a strategy, the downsides are limited and the upsides--easy early conquests, dominating the Wonders--are too big to pass up. Not until rushing strategies involve serious trade-offs will early game strategy become more interesting.