Sid Meier's Civilization V

Sid Meier's Civilization V

Slave Unit Pack
73 Comments
991962404 1 Oct, 2019 @ 6:31pm 
great idea, there is also some mod keep the captured great people alive, so would it be better when we capture these units if we can choose to get a slave or a great people
Evil Paragon 8 Sep, 2018 @ 8:54am 
Would be nifty if each one caused -1 happiness, but in turn could build things MUCH faster than workers. So if you had happiness to spare, slavery works. Though they could have the Promote Unit feature to turn them into Workers, as well as a World Congress decision to ban slavery, which could if passed, up the -1 happiness penalty to -5 or even -10 depending on how balanced that would be.

Slavery in this game has lots of potential.
Pyro from TF2 20 Jan, 2018 @ 3:41pm 
shame on you sir
Cringe Isekai Enjoyer 16 Dec, 2017 @ 10:35am 
I am currently using a mod in which builder can be upgraded. Now whenever I have both mods activated at once as soon as I hover the mouse buttom over the build farm buttom the game crashes...
Cringe Isekai Enjoyer 16 Dec, 2017 @ 10:25am 
my game crashed.. still don't know what exactly was it, I am giving in some tests yet
Economic Terrorist 11 Dec, 2017 @ 7:49pm 
But worker units are already slaves. :steammocking:
Cringe Isekai Enjoyer 10 Dec, 2017 @ 10:59pm 
poor slaves.
+ what the dude bellow just said. I will tweak it in the mod folder, thanks! :)
xuboderigui 16 Mar, 2017 @ 8:27am 
I think they should build slower than normal workers.
ThatOneSevie 24 Nov, 2016 @ 9:44pm 
Very helpful, thank you.
Irgendsontyp 25 Jan, 2016 @ 4:08am 
I play with the saga of man mod-pack, inculding the slave unit pack. Emm every time I capture an enemy worker it will be transformed into a settler o.O . I dont think it is because I play as roman. maybe this mod isnt compatible with another, but I dont know which one.
Supreme☭Leader☭Ham☭Man 9 Jul, 2015 @ 5:31pm 
what about they would cause unhappiness upon entering the modern or industrial eras. Also capable of being banned via world congress. I think this would be a better mod if these changers were made. I would love to see something like this added in.
Feraa 9 Feb, 2015 @ 3:52pm 
Nevermind. Stupid question since you can't give any of those units to city-states...
Feraa 9 Feb, 2015 @ 3:52pm 
What if you give a unit to a city-state? Does that unit change to a slave?
astef7 28 Dec, 2014 @ 11:40am 
His name in the MOD menu is it "Slave Unit Pack" or ? Because i see other slave mod i selectef but not this one. Maybe Steam doesn't download it yet ?!.... erase cache, deselect/reselect/ quit and launch again Steam and Civ....help please
Coolcrumbshark 29 Sep, 2014 @ 8:47am 
I have an idea for great people but dont know how to make it, so ill say it here:
How about Great Farmers?
I always find that when I make great person tile improvements its a farm space gone and that in the future my city will be smaller, so like a great engineer, you could create a farm with like +6 food or something.
Points towards earning them could be gotten from stuff like the Hanging Gardens and ect.
And they could, again like a Great Engineer be used to rush the city pop growth to 1 turn remaining, and it would save that for late should you be building a settler.
And maybe Great Fishermen too,
which could have a similar affect on sea resources
and have the tile claiming affect as a citadel but in the water (no idea what the building would be, but it irritates me that I cant get any water tiles from sea citadels (which dont exist)). Anyhow, a Great Fisherman could be earned by points from buildings such as the great lighthouse and ect.
mikeburnfire 27 Sep, 2014 @ 8:31pm 
This mod has been amazing. The AI uses slaves too! Slaves can't build moai, tipis, or any other mod improvements, but I suppose you get what you pay for. :)

Only minor issue is that returning captured slaves returns them to their home civ as slaves, not workers. Not sure how that would be fixed.

Anyway, great enhancement!
mikeburnfire 26 Sep, 2014 @ 2:58pm 
Finally! A reason to capture missionaries and great generals (and great prophets?)
Livigy 24 Aug, 2014 @ 5:20am 
I tend to abuse other civs missionaries, they are not completely useless as they can provide tempoary follower beliefs you can exploit, such as the religious buildings (pagoda's etc) which allows you to build them and then you can reconvert your cities to your own faith. Also having relgious tolerence in the piety social policies can allow you to exploit some of the civ's parthenon beliefs.
ThatFriendlyWarmonger 24 Jul, 2014 @ 12:01pm 
whichever*
ThatFriendlyWarmonger 24 Jul, 2014 @ 12:01pm 
Im not sure I agree with this. What if you are able to build them, but they dont create maintence. They build at half the pace of a normal unit, and if you leave them unprotected, they become a rebel unit (Barbarian) And they would only cause unhappiness upon entering the modern or industrial eras (I wouldnt mind whicher its in). Also capable of being banned via world congress. The production cost would be just as much as a worker. I think this would be a better mod if these changers were made. I would love to see something like this added in.
Victurix 24 Jul, 2014 @ 5:57am 
@GeorgeM Will a slave transform back if he is captured?
Ricardo 21 Jul, 2014 @ 7:36am 
You should add a World Congress thing to ban them, would be cool!
Ricardo 21 Jul, 2014 @ 7:35am 
I love this mod, i allways thought like, i capture a worker from someone else, and i must pay him? WHAT? Realy thank you!
Odysseas_84 2 Jul, 2014 @ 12:28am 
I think the worker is just not added in the list of captured units in the code. I added it and it worked fine. Also added the diplomatic units introduced in the diplomacy mod.
GeorgeM  [author] 1 Jul, 2014 @ 10:50pm 
@Odysseas_84 Thanks man, appreciated. Sorry to hear about the bug, I'm not sure if anyone else has had the problem? It would be great if Civ did use the concept in Civ 6; I find it is an annoyance capturing Prophets to delete them next turn, or Great People and they just disappear.
Odysseas_84 28 Jun, 2014 @ 10:58pm 
Beautiful mod. I hope the developers won't have any second thoughts about being "politically correct" and incorporate the concept in civilization 6. After all, this game is a civilization history simulation game and should be encouraged to be realistic in all respects. Besides, nuclear bombs, inquisition etc aren't kindergarten anyway. Doesn't work with enemy worker for me though. A workaround is to reload the game with ingame editor, delete the captured worker and put a slave in his position, but it is cumbersome and if the bug also applies for AI, then it is also unfair. Still worked as it should for captured enemy settler and prophet.
jccohen 21 Jun, 2014 @ 1:31pm 
I see there's a lot of suggestions for changes to the mod, but I just wanted to say, I like this mod as is. It solves a real in game issue for me (namely, the uselessness of captured missionaries).
Jedi Ranger Kendor 1 Jun, 2014 @ 12:44pm 
I dont get this mod... I used the IGE to make a slave unit, but it didnt have the ability to build anything. Does that only happen with units you actually capture?
Mk Z 12 May, 2014 @ 11:18am 
i think slaves should work a bit faster than unimproved workers (or just at the same speed) but having increased maintenance as use of them requires security measures. Maybe they also should rebel randomly, creating a barbarian unit. while slave is more expensive to maintain, its useful while you have more important things to build than workers. later you'd disband them and build ordinary workers... (emansipate) just like it was in history.
bazingo! 16 Apr, 2014 @ 11:51pm 
Using slaves should be seen as immoral overtime, except by warmongerer civs. Just a thought.
Jonarus_Drakus 15 Feb, 2014 @ 4:36pm 
I like the idea of them starting off 'equal' to workers, but not getting any benifits from 'worker enhancements', causing them to fall behind over time.

Maybe to balance them out give them an "exploit" special ability - The unit auto-upgrades the hex fully, but is consumed in the process (would make the most sense on special resources, plantations especially)?

In order to adress their rarity (which 'slave workers' wern't), maybe make all barbarian capturable as slaves? (NOTE: for Germany, this would be in addition to their existing barbarian 'hiring' ability, basically giving them 2 chance to score a free unit!)

~JD

PS: subscribing as-is anyway.
BINARYGOD 8 Feb, 2014 @ 12:06am 
What Charsi said - do that, or create a version that does that, I shall sub and rate up!!!
Charsi 3 Feb, 2014 @ 6:21am 
Suggestion: Slaves should move at the same speed as workers, but not benefit from talents/wonders that improve workers. Namely, Liberty/Citizenship, and the Pyramids.

This would mean that improved Workers would be faster, but Slaves would remain as is. Early on, they'd be about as good as workers, but they'd quickly fall into disuse due to inefficiency.

I would also suggest giving the slaves a secondary benefit: when stationed in or near a city they grant +1 city happiness. This would reflect some... erm... alternative uses, and keep them relevant after their inefficiency cripples them as workers.

Lastly they should have a "incite" ability - an action that kills the Slave, but spawns a Barbarian Encampment. This could be usable by anyone, so Barbarians capture slaves and spawn more Encampments. Or the player can strategically "incite" slaves into spawning Encampments that harass an enemy. Is this possible? I have no idea.
Comando96 18 Jan, 2014 @ 2:18am 
Yes, upon a certain technology, Slavery is abolished... but as in real life the cruel irony will occour that their market position forces for them to keep their occupation, and they just change into workers.
ijiwaru 19 Dec, 2013 @ 5:37pm 
I don't think they should be slower (or faster), otherwise why would people have captured slaves throughout history? But one thing I would reccomend is a chance for them to 'escape slavery' unless military units are stationed nearby to 'keep them in line.' Eventually public opinion (happiness) and technology should phase them out.
GeorgeM  [author] 13 Dec, 2013 @ 10:31pm 
@Chowcrunch Good point :-)
Chowcrunch 13 Dec, 2013 @ 4:58pm 
I think that the slaves should be slower, because then there is no reason to build workers, people would just capture other units.
GeorgeM  [author] 13 Dec, 2013 @ 11:15am 
Thanks for all the suggestions... Does everyone agree they should be slower than workers?
Flashman 13 Dec, 2013 @ 10:10am 
Nice mod, thanks. +1 to Thogar's & SourceFace's suggestions. My devalued 2 cents in addition is I don't see why slaves should be more productive than workers. If anything they should be less so given no huge motivation to perform better. T & S's suggestions would balance them out.
Daddy Give Me Your Cummies OwO 13 Dec, 2013 @ 9:31am 
It would be good if you could add a millitant slave like a punishment battalion from when you kill a barbarian though it would render the germans bonus usless...
GeorgeM  [author] 11 Dec, 2013 @ 11:14pm 
Thanks :-)
Mr. Sun 11 Dec, 2013 @ 5:38pm 
Love the idea. Keep it up! Also love the suggestions by SourFace772, would be great to have these things in the mod.
darkwave09 10 Dec, 2013 @ 12:49am 
OK. IF and when you update this mod so slaves will die I will subscribe to it. I am annoyed at conatantly deleting captured missionaires and prohets
GeorgeM  [author] 8 Dec, 2013 @ 10:54pm 
@SourFace772 cheers, I am glad you like it :-) And thank for the ideas
GeorgeM  [author] 8 Dec, 2013 @ 10:54pm 
@darkwave09 that is how it should be, nothing has been changed yet.
SpicyRibsauce 8 Dec, 2013 @ 10:17am 
awesome mod, by the way
SpicyRibsauce 8 Dec, 2013 @ 10:16am 
i don't know if this is actually possible or no, since i don't know alot about mods for civ 5 but i have a few suggestions
1.) World congress proposal against slaves
2.)When a city is razed, slaves appear
3.)chance that killed land soliders will convert to slaves
darkwave09 8 Dec, 2013 @ 1:25am 
None of my slaves died. I had one for thousands of years, making multiple improvements within the empire
Thograr 8 Dec, 2013 @ 12:46am 
You know how as time goes on, unit maintanence goes up? What if you did the same thing with slaves and unhappiness? They're fine in the beginning of the game, but once you get into either renaissance or industrial era, they start to cause 1 unhappiness per slave, and cause an additional 1 each era after that. To counter this, there could be a social policy called Emancipation. Once obtained, you can promote slaves to workers that have the same speed bonuses. This would eliminate the extra unhappiness the slaves cause, and give you an edge on other civs that opt to continue using them. Just tossing some ideas around.
Frankish Pilgrim 5 Dec, 2013 @ 7:19pm 
I think that the city capture=slave idea is cool, but it should be like a 75% chance instead of a garanteed slave.
And maybe a new great person called the Slave Salesman that builds the Auction House, and with this it increases the chance that a slave will appear after capturing a city.