Sid Meier's Civilization V

Sid Meier's Civilization V

Slave Trade
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Update: 12 Jan, 2014 @ 9:15am

Slaves and Modern workers can now build all unique improvements that were missing.

Update: 21 Dec, 2013 @ 3:35pm

Increased the gold yield from the Slave Auction from 6 to 10 to compensate for the maintenance costs of the Prison and the Auction. (Auction yield=10) - (Prison cost=4 + Auction cost=1) = a gold yield of 5.

Update: 21 Dec, 2013 @ 2:40pm

Ancient "Worker" now goes obsolete with tech Industrialization.

Update: 28 Nov, 2013 @ 8:25pm

This was not an update. Unintentional reload.

Update: 28 Nov, 2013 @ 8:23pm

Decreased Worker's workrate by 25%. I did this because the Citizenship policy increases the Worker to the equivalent of a Slave's workrate, negating the incentive to build Slaves.

Update: 28 Nov, 2013 @ 1:28am

Version 2
- Added 2 new buildings, the Prison and the Slave Market.

- The Prison(available at Mathematics) can only be built in an occupied city and is required to build the Slave Auction. The Prison now performs the same function that the Courthouse previously did. (I was never a fan of the Courthouse being limited to just an occupied city. A prison makes more sense to me)

- The Courthouse(now available at Writing) can now be built in any city and produces 2 happiness.

- Slave Markets(available at Currency) can be built in any city and require 1 Slave to build them. They convert 1 Slave to 3. Slave Markets also suffer a Happiness/Culture penalty as you advance through the Ideology Trees

- Reduced the Production yield of the Slave because they will be more plenitiful. They also produce 2 gold now.

- Added graphics from Leugi's Slavery Mod. I also used some of his ideas to create this mod. I failed to mention that in version 1. Sorry Leugi.

Update: 27 Nov, 2013 @ 12:46am