I know the devs have stated that slave promotion should never cause you to lose a holding or trade good surplus, but I believe it's still an issue as of the latest beta version. I wouldn't mind if slaves were simply excluded from the whole promotion/poptype-ratio mechanic. Or at least give the player tools to lock down the number of slaves in critical territories.
Thats been my proposal all alonge. Take them out of the equation.
But I dont think that that limit of losing a tradegood is a good one. Youre in fact loosing trade surpluses. Yes, you might not lose the one you have, but slaves above the number will keep promoting, making it super hard for you to get new trade surpluses, impossible in many cases.
Plus, even the current system is broken. Slaves promote and make you lose trade surpluses xD
Had forgotten about that, what's the cost for it again?
I suppose it's a way to solve the issue, but I still worry that you'll have to dedicate all of your routes to food in large provinces, which would undermine the whole system.
If I am indeed understanding this correctly, and you do have to import more and more food as population grows, I think it'd be interesting for more pops to allow more trade routes.
How many pops per route would be up to balancing though.
100 political influence. 80-90 with inventions.
I dont think that it undermines the whole system. The system is not meant for you to create endless cities of 3 million people growing unlimited. Rome stagnated at 1 million never really grew over it again. You can either devote 20 trade routs to just food (which you wont find anyway, I dont think youll find that many grain. We'll you will if youre a big empire but), or you can accept that your city wont grow rapidly for ever and take other trade goods, and wait for additional trade goods to add another nice +10 food. I personally think that many of the capital surpluses bonuses are better than a massive city of 800 pops with no bonuses at all and just grain.