Sid Meier's Civilization VI

Sid Meier's Civilization VI

44 ratings
Slavery
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
1.824 MB
3 Apr, 2017 @ 7:15pm
5 Apr, 2017 @ 1:12pm
2 Change Notes ( view )

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Slavery

Description
Using this mod gives the player the ability to obtain the slave unit, a working unit that has a maintanence and high number of build charges. It also adds the Dakar city-state, whose suzerian bonus is related to slavery. Players who advance far enough can get the abolition project, which allows them to abolish slavery in their empire.

CivFanatics Link: https://forums.civfanatics.com/threads/icyfires-slavery-mod.613683/

WARNING: This mod DOES work with Ananse's BFG modpack, however it seems to override all projects from Redistricting: Projects. This means projects like 'Spawn Hero' and more importantly 'Crack the Whip'(The one that spawns Ananse's own version of a slave unit) do not work. The only way to gain slaves when using BFG and Slavery are the methods outlined in this mod.

Rundown of things in the Mod:

-Slave unit, 5 builder charges, 2 wonder rush charges(More effective in the beginning of the game, get less useful as time goes on), and consumes a slave resource. Can only be bought with gold.

-Slave resource, 4 amenities, obtained by conquering cities, killing enemy civilian units(Apostles, Missionaries, Slaves, and Workers, Settlers still give Settler units) or by trading with other civilizations

-Dakar city-state, an economic city-state that provides +2 builder charges to slaves of its suzerain

-Rebellion, a random chance each turn for either one slave unit, or every slave unit in your empire to turn into barbarian warriors

-Abolition, A project obtained upon researching Industrialization. Every slave unit in your empire contributes +1 population to the city it is closest to. All cities in your empire get +5% production. All slaves are disbanded and you cannot make new slave units.

This mod is still being worked on! More things will be added later, and bugs may be possible.

KNOWN BUGS:
- Slave resource does not update its count when being traded(Not sure if this can be helped or not, seems like a problem only firaxis can fix)

-Can't use Text Icons, so the slave resource shows up as [ICON_SLAVE]

-Slaves show up in the Great Person Screen

-Slaves spawn in the capital when purchased(Can be moved using the move to city action)
30 Comments
MissionofSin 2 May, 2023 @ 9:21am 
While I'm not downloading this at this time(plan to try it out, once i finish my current game) I think it has a lot of promise, I'd say as an idea I had is to make it so the Rebellion chance goes up the later era you're in, along with how many rebel, making it less viable in the modern eras to have slaves around.
Ripz 8 Feb, 2022 @ 9:09am 
sounds good except being able to buy units that can later be converted to 1 pop each sounds a bit OP
Shar-k4 1 Dec, 2021 @ 2:33pm 
@Deflated_ball, He isn't supporting slavery, he is making a mod to make the game more historically accurate and realistic, if he did support it, would he put a 'Abolish Slavery' project in?
Goowap_stank 6 Aug, 2021 @ 12:52pm 
please fix this mod I'm begging you. Its not a compatibility issue the mod just does not work at all.
Tape 6 Mar, 2021 @ 4:42pm 
just_a_person Awwww dont start crying
Tape 6 Mar, 2021 @ 4:42pm 
Share Share Share!
David 20 May, 2020 @ 1:45pm 
I remember that in call to power 2, there was the "slave" unit that went to the opposing cities to steal the population, transforming the opposing inhabitants into their own slave inhabitants. I wish there was something like that. It would also be interesting to be able to use these slaves as an exchange resource between civilizations. When you raze a city, it would be nice to be able to enslave the population. These slaves could be sent to live in distant cities, such as cold Siberia. Of course, slaves create riots, discontent, and damage science (a lot of free labor, disincentives the search for alternative solutions).
Frank Savage 18 Jul, 2019 @ 6:29am 
does this work with GS?
lokiredking 2 Mar, 2019 @ 4:12pm 
Does Abolition also provide +1 Housing wherever Population is added?
Haunt Fox 20 Feb, 2019 @ 5:59am 
Since the slaves have limited charges, one can think of them as indentured servants instead - temporary slaves who are paying off a debt of some sort.

And hey, a slave with a good owner can be better off than a labourer in an employer's market (which it's been since the 1980s); sure, you can't leave your job, but if your owner is giving you decent food, shelter and clothing, you might not want to. The labourer, though, might make just enough to live in a slum, eat KD, and wear second-hand rags from the Sally Anne, and can have his job removed from him and sent overseas at any moment ...