So these are two game elements where I have made changes a while ago and that have come under discussion recently. I think they both require further changes (or reverting of changes I've made), and although I addressed both of them for different reasons I think they are related. Let's quickly review the reasons why I made these changes.
Worker limit: the main point here was that it was often too easy to develop your core territory very quickly, especially for later civs with starting workers. I wanted your improvements to develop more gradually over the course of the game.
Slave unit: just to be clear, Native Slaves are just a renamed continuation of an already existing game element, so Slaves are the new thing here. The idea mainly was to give the Slavery civic something more useful and unique feeling than just some improvement yield changes, after it has lost the hurry button. The means of generating slaves were meant to make the civic useful for warlike civs or games.
I don't really want to summarise the criticisms especially of the worker limit again because they have already benn made a couple of times in other threads. So let me instead suggest/brainstorm changes.
What I definitely want to do:
- remove the worker limit
- remove the ability to capture workers
I think with this you are actually encouraged to build workers and have to make the trade off to decide not to build other useful things. I never liked the worker capture mechanic very much, because the AI isn't good at defending against it and for how strong it is.
Other things I am considering for workers:
- workers cost +1 gold upkeep (or equivalent changes to the upkeep rules)
I don't think that's a too expensive while still providing indirect push back against having tons of workers. It also makes upgrading to laborers more worthwhile instead of just building more workers.
Changes to Slavery:
- remove the Slave unit (rename Native Slave to Slave again) and the civic ability to capture them
- Native Slaves from native units remains
- add the ability to capture enemy workers
- (maybe) enable workers to hurry buildings
I think this would synch up nicely with the worker changes. Worker capture isn't removed from the game, instead it becomes a civic specific ability like hurry or draft. It fits slavery thematically and without the complicated solution using an extra unit.
I'm not to sure about allowing workers to hurry buildings because we already experienced AI problems when Slaves shared both worker and engineer AI.
(Possible) changes to Serfdom:
- if extra worker upkeep is implemented, Serfdom could enable to ignore it
Just to give Serfdom something useful in exchange.
Worker limit: the main point here was that it was often too easy to develop your core territory very quickly, especially for later civs with starting workers. I wanted your improvements to develop more gradually over the course of the game.
Slave unit: just to be clear, Native Slaves are just a renamed continuation of an already existing game element, so Slaves are the new thing here. The idea mainly was to give the Slavery civic something more useful and unique feeling than just some improvement yield changes, after it has lost the hurry button. The means of generating slaves were meant to make the civic useful for warlike civs or games.
I don't really want to summarise the criticisms especially of the worker limit again because they have already benn made a couple of times in other threads. So let me instead suggest/brainstorm changes.
What I definitely want to do:
- remove the worker limit
- remove the ability to capture workers
I think with this you are actually encouraged to build workers and have to make the trade off to decide not to build other useful things. I never liked the worker capture mechanic very much, because the AI isn't good at defending against it and for how strong it is.
Other things I am considering for workers:
- workers cost +1 gold upkeep (or equivalent changes to the upkeep rules)
I don't think that's a too expensive while still providing indirect push back against having tons of workers. It also makes upgrading to laborers more worthwhile instead of just building more workers.
Changes to Slavery:
- remove the Slave unit (rename Native Slave to Slave again) and the civic ability to capture them
- Native Slaves from native units remains
- add the ability to capture enemy workers
- (maybe) enable workers to hurry buildings
I think this would synch up nicely with the worker changes. Worker capture isn't removed from the game, instead it becomes a civic specific ability like hurry or draft. It fits slavery thematically and without the complicated solution using an extra unit.
I'm not to sure about allowing workers to hurry buildings because we already experienced AI problems when Slaves shared both worker and engineer AI.
(Possible) changes to Serfdom:
- if extra worker upkeep is implemented, Serfdom could enable to ignore it
Just to give Serfdom something useful in exchange.