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Usually slavery is about high productivity in your farms, mines and loggin camps due to low wages. Which means you can mass-produce wood and cloth early on to decrese cost of building supplies e.g.
To make it more difficult for certain nations? It's another problem that your nation needs to solve in the long run. Just like isolationism. Or having consumption-based taxes.
To make it more difficult for certain nations? It's another problem that your nation needs to solve in the long run. Just like isolationism. Or having consumption-based taxes. [/quote]
ah right
Plus the England will sometimes go to war to ban slavery, so not having it reduces a reason they could attack you.
The developers never properly represented the historical slave trade or population needs as it was supposed to be a mechanic which is "100% purely bad, and you're bad for playing with it on."
For example, let's say 1 pop needs 1 grain every 1 week.
Slaves have no income
Peasants have income
You have 100 pops.
10 Land owners.
90 Slave pop.
You consume 10 grain.
You remove slavery.
10 Land owners.
90 peasants.
You consume 100 grain.
Now if this game was accurately representing things, you'd have some other modifier for slavery, like unhappiness, or nations unwilling to deal with you, but no. Your "Punishment" is that these people do not consume your good (no income.) get no wage (no income, taxable).
You're punished purely in the most basic, senseless, illogical way, but one which really truly hurts the game mechanics and systems you engage in.
Which is not historical. These people -did- have needs.
- hope this helps explain why the system isn't working and why slavery is poorly represented.
Slaves are very profitable the game has changed but doesn't explain what it changed.
Slave pops consume more not less and their wages go through all the other pops employed in the building so taxes are still paid. They probably only start to consume less when every pop in your country is wealthy enough.
141k Slaves subsistence Consume 45 Grain
https://steamcommunity.com/sharedfiles/filedetails/?id=2995594469
149k Laborers Subsistence 39 Grain
https://steamcommunity.com/sharedfiles/filedetails/?id=2995594522
149k Yankees = Workforce of 34.2k
https://steamcommunity.com/sharedfiles/filedetails/?id=2995594522
141k Slaves = workforce 70.5k
https://steamcommunity.com/sharedfiles/filedetails/?id=2995594469
The comparison between slaves and peasants working on a subsistence farm is more of a special case. Since you are comparing slaves who are a low SOL and their needs paid for from the building profits to peasants who have a consumption multiplier of 0.1 in their definition file.
Which means that peasants only consume 10% of their actual needs, since the assumption is that they tend to make most of their own stuff for their own consumption.
The main benefits to slavery in game are the following:
-law wise they can be imported
-higher workforce ratio then other pops
-only needs paid for by the building, so its higher profits go in dividends to the building owners making them wealthier. So good for your shopkeepers, capitalists and aristocrats only
The downsides to slavery in game are the following:
-Those extra profits that buildings have are paid in dividends to the owners, which means as the government you don’t tax them until you pass Proportional Taxation or Gradual Taxation since those are the only two tax laws with dividend taxes
-They consume less then went you compare to a labour pop
-They block the movement of pops from transitioning from peasants to labours, which increases their SOL and thus their education access early game. With education access driving literacy, and thus effects how pops can qualify for certain better professions
-They don’t pay taxes so less income for the government
-Gives a reason for certain GPs to decide to declare war on you to end slavery