Imperator: Rome

Imperator: Rome

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Fox008 Aug 26, 2019 @ 11:38am
Slaves in cities
Hi,

I am trying out the Cicero beta as Macedon and I have noticed that all my cities have 0 slaves. I guess they are all promoting. Does anyone have the same issue and a solution? My taxes are 0 as a result and cities whithout slaves just seems a bit odd.
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Showing 1-9 of 9 comments
FistingCoach Aug 26, 2019 @ 11:45am 
That`s true,i have the same issue.Guess this is an imperfection in a pop promotion system that will be fixed one day.
Deatheagle Aug 26, 2019 @ 12:59pm 
I really hope they will change the Mill (City slave building) as a means to ramp up the optimal slave percentage in cities, because right now it makes no sense as a building.
Fellini_Fiend Aug 29, 2019 @ 8:43am 
Yeah it seems weird that there would be no slaves in a city at all. Pretty much makes getting surpluses of trade goods in cities impossible unless using trade routes which seems like a waste since I prefer trading in goods not found in the province instead of trading to get a surplus of things already being produced. I feel a city should at least be able to have the minimum amount of slaves needed to create a surplus in that individual city. Otherwise slaves should be sent out to settlements where they are forced to produce other goods and make money in those places instead of in cities.

I haven’t tested it out yet but is the pop ratio for having slaves not automatically get promoted in settlements 50% of the population in a settlement like it’s been for a while? Because so feel like if you are not allowed slaves in cities then perhaps in settlements you should be allowed to have something like 75% of the population there be slaves if you’re being forced to not have slaves in cities at least to make up some of the difference you’re losing from not getting that slave income.
Fox008 Aug 29, 2019 @ 8:57am 
My capital has an optimal civ pop ratio of about 60%, and optimal freemen pop ratio of 40%. Similar for other cities, but higher freemen ratio. There is no optimal ratio for slaves whatsoever. I know historically that slaves used to be concentrated on the countryside, but slaves were certainly present in cities as well. Having none whatsoever in this game, just hurts the cities' economic potential, making the tax office buildings even useless.
Fellini_Fiend Aug 29, 2019 @ 9:22am 
Originally posted by Fox008:
My capital has an optimal civ pop ratio of about 60%, and optimal freemen pop ratio of 40%. Similar for other cities, but higher freemen ratio. There is no optimal ratio for slaves whatsoever. I know historically that slaves used to be concentrated on the countryside, but slaves were certainly present in cities as well. Having none whatsoever in this game, just hurts the cities' economic potential, making the tax office buildings even useless.

I know for a fact that prior to recently adding the food system and the changes to it being settlements vs cities I could maintain half of the total population in any given place to be made up of slaves. If it ever went up beyond 50% then a slave pop would get promoted. But now it seems like ALL slaves get promoted which I definitely do not want. Would be nice to be able to have more slaves in settlements compared to cities if they do end up fixing it so that you CAN have slaves in cities. 60-75% of the total pops in a settlement where you mine or farm sounds pretty reasonable to me. I love getting tech to be cheaper and all but I really don’t need all of my pops to be citizens or freemen even.
snobbish capybara Aug 29, 2019 @ 9:37am 
Originally posted by Fellini_Fiend87:
Originally posted by Fox008:
My capital has an optimal civ pop ratio of about 60%, and optimal freemen pop ratio of 40%. Similar for other cities, but higher freemen ratio. There is no optimal ratio for slaves whatsoever. I know historically that slaves used to be concentrated on the countryside, but slaves were certainly present in cities as well. Having none whatsoever in this game, just hurts the cities' economic potential, making the tax office buildings even useless.

I know for a fact that prior to recently adding the food system and the changes to it being settlements vs cities I could maintain half of the total population in any given place to be made up of slaves. If it ever went up beyond 50% then a slave pop would get promoted. But now it seems like ALL slaves get promoted which I definitely do not want. Would be nice to be able to have more slaves in settlements compared to cities if they do end up fixing it so that you CAN have slaves in cities. 60-75% of the total pops in a settlement where you mine or farm sounds pretty reasonable to me. I love getting tech to be cheaper and all but I really don’t need all of my pops to be citizens or freemen even.

I thinkt he developer diary references this?
A bug caused cities to try to have %66.6 citizens and %33.3 freemen. If it works the way I think it will, the next change to the release beta will make it default to %33.3 for citizens, freemen and slaves. That can be altered by Tyrant Kings or Manumittance in republics.
Fox008 Aug 29, 2019 @ 9:48am 
Originally posted by Cobra Commando:
Originally posted by Fellini_Fiend87:

I know for a fact that prior to recently adding the food system and the changes to it being settlements vs cities I could maintain half of the total population in any given place to be made up of slaves. If it ever went up beyond 50% then a slave pop would get promoted. But now it seems like ALL slaves get promoted which I definitely do not want. Would be nice to be able to have more slaves in settlements compared to cities if they do end up fixing it so that you CAN have slaves in cities. 60-75% of the total pops in a settlement where you mine or farm sounds pretty reasonable to me. I love getting tech to be cheaper and all but I really don’t need all of my pops to be citizens or freemen even.

I thinkt he developer diary references this?
A bug caused cities to try to have %66.6 citizens and %33.3 freemen. If it works the way I think it will, the next change to the release beta will make it default to %33.3 for citizens, freemen and slaves. That can be altered by Tyrant Kings or Manumittance in republics.

I hope so, it would make much more sense and give the player the option to customize cities to their liking.
Fox008 Aug 29, 2019 @ 9:50am 
By the way, I don't know why, but in a let's play by RepublicOfPlay on Youtube I saw that he did have an optimal slave pop ratio. He was playing as the Bosporan Kingdom and he could maintain slaves in his cities.
snobbish capybara Aug 29, 2019 @ 8:46pm 
Originally posted by Fox008:
Originally posted by Cobra Commando:

I thinkt he developer diary references this?
A bug caused cities to try to have %66.6 citizens and %33.3 freemen. If it works the way I think it will, the next change to the release beta will make it default to %33.3 for citizens, freemen and slaves. That can be altered by Tyrant Kings or Manumittance in republics.

I hope so, it would make much more sense and give the player the option to customize cities to their liking.

Yeah and the way to customize this is by applying laws or choosing national focuses. I like that better than slider that says "Oh Rome needs slaves, but you don't. nannana."
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Date Posted: Aug 26, 2019 @ 11:38am
Posts: 9