Sid Meier's Civilization V

Sid Meier's Civilization V

Slave Trade
157 Comments
Soy 24 Sep, 2024 @ 4:50pm 
absolute shit mod, do not install. beyond bugged & will give your civ -50 happiness
Justin 17 Jun, 2024 @ 12:09pm 
could probably use an update but thanks for uploading
Seamus, That's the Dog 8 Jul, 2021 @ 4:56pm 
I love the concept for this mod but it has some major flaws. For example, once you hit the industrial era it becomes really easy to cheese the game since the AI never sell their slave markets/auctions and start getting massive happiness hits.

The existence of the modern worker unit also makes this mod partially incompatible with any other mod that adds additional functions to the vanilla worker unit like Future Worlds.
Sapply 26 May, 2021 @ 5:59am 
based
NatDidNothingWrong 8 May, 2020 @ 10:53am 
this is... fucking genius... very well built and in multiple ways truly emulative of the objective which I believe the game devs had in mind while creating Civ games.
CryptoB4LL3RDikeshSuvanaraman 3 Jan, 2020 @ 11:42pm 
Absolutely fucking based
Mo Mo 25 Oct, 2017 @ 12:31am 
I approve.
Darkamon943 15 Jan, 2016 @ 10:42am 
Alt download ?
Mazzini 21 Nov, 2015 @ 2:13am 
(mee to I would ask a version without the prison..)
Mazzini 21 Nov, 2015 @ 2:07am 
If I have a match with Slave Trade Mod, do other civs make chanche to abolish slavery when they think it should be worth it no more, or are they condemned to conserve it untill unhappiness throw them away
DarthKyofu 8 Nov, 2015 @ 1:48pm 
Is there a way to disable the courthouse/prison thing? Many mods add some functionality to the courthouse that could conflict with this.
OutlawedDrifter 30 Aug, 2015 @ 6:23pm 
how do i get rid of the new courthouse?
arsenal_1256 21 Aug, 2015 @ 10:01am 
Can you freed your slaves with this mod ?
DerigarsChairman 19 Jun, 2015 @ 6:57pm 
Order Civilizations shouldn't get penalties, seriously though Marxism is slavery through the state, and people are often too brainwashed to see it
Freedom Should get double penalties due to slavery
Autocracy Should get usual penalty because while some dictators (people like hitler), might have enslaved those they thought as inferior, Many others looked down on it.
Danny 13 Jun, 2015 @ 10:07am 
It became taboo in the real world, but in another world (read: any new Civ game) it might have continued.
Maybe make it taboo for Freedom ideologies, as it's not quite freedom with slaves but Order and Autocracy could easily keep it... XD
UncivilizedGuy  [author] 13 Jun, 2015 @ 7:02am 
After the Renaissance era slavery became taboo to most advanced civilizations in the world. Especially when it came to trade it became a black market. In this mod you only get penalized when you adopt ideologies.
Danny 12 Jun, 2015 @ 6:59am 
Though maybe anyone using slaves, has huge diplomatic penalty with other civs, atleast in modern times
Danny 12 Jun, 2015 @ 6:58am 
Why would the slave trade always become undesirable in modern times?
Some cultures even in modern times embrace slavery... :\
Saint Troi 11 May, 2015 @ 1:36pm 
i didnt read the part where i lose culture from slave auctions eventually ..... the great depression was very real
ALaVerga 3 Jan, 2015 @ 6:10pm 
My slave auction buildings are not generating Slaves...
urien_ubael 24 Dec, 2014 @ 10:13pm 
I would like to see Slavery with a connection to a somewhat reduced Research since slavery/serfdom seems to have had a negative effect on innovation.
Hoodie Guy 5 Dec, 2014 @ 8:14pm 
Hey, you could also make a workers union type building. It could get rid of slaves and increase happiness. And all of the AI would upgrade to it when they have the chance but you might have to add more benefits than just that. Love the mod anyway!
Archduke Sleepyhead 25 Oct, 2014 @ 7:57pm 
@Author: Regarding your last post you could make an online option which works as orginally intended and an offline version with bots which makes it go obsolete.
Would allow variance and keep your mod in tact, since there is technically nothing wrong with it.
jman99 12 Oct, 2014 @ 4:10pm 
That might be a good idea. It seems like they are some what getting ride of their slaves, but I did think about it and all of their unhappiness has lead to revolutions and and city conversions and stuff which I guess is some what realistic to what happened in the real world i.e the american civil war. So I guess in hind sight it some what reflects the real world. Although maybe if you could inflluence how soon they get rid of their slave trade that would be nice
UncivilizedGuy  [author] 12 Oct, 2014 @ 3:05pm 
You know, I wish the A.I. wasn't so stupid. I definitely overlooked this when I created this mod. I need to come up with a different idea to make Slavery undesireable in the later eras.

An alternative would be to make the Slave Auction and Slave Market go obsolete. The resource would just magically disappear I believe.
jman99 11 Oct, 2014 @ 1:09pm 
So I was playing, and it was going pretty well. Then I got my ideology and I got rid of my stuff and whatever. Things were going well, and I had been war mongering quite a bit and the world hated me. But who cares. I was having quite a bit of fun, until my enemies started to get ideologies as well. When that happened they all dropped to negative happiness and I was steam rolling them like nobodies buisness. And it was boring. They've been like this for like 30 turns is there a point were they will get rid of their slave stuff or is my game over?
zArkham4269 2 Oct, 2014 @ 7:37am 
There used to be a Civ IV mod which had a good mechanic for slaves where using slaves brought the problem of slave revolts. It had a metric based on happiness, amount of military you had and the like. So while slaves were cheap and worked harder, occasionally you had slave revolts similar to unhappiness revolts.
UncivilizedGuy  [author] 1 Oct, 2014 @ 6:30pm 
Check out Luegi's slave mod available on Civfanatics. In his mod he has civilian slaves that can be converted to production. At first my plan was to use his mod in Resources Gone Wild but this twisted idea of trading slaves like a resource penetrated my mind and I couldn't resist.
UncivilizedGuy  [author] 1 Oct, 2014 @ 6:23pm 
I like the idea but this might be beyond my modding know how. The fact that the Slave Auction can only be built after razing a city represents some population being converted to slaves. I like the idea of military units becoming slaves. I will have to look at this a little closer.
zArkham4269 1 Oct, 2014 @ 1:43pm 
I'm sorry if this has been brought up, but shouldn't there be a slight chance of slaves from killed military units as well as some of the population "killed" when a city is taken converted into slaves?

A lot of the slaves in the Roman empire got that way due to conquest. In fact, it would make sense (and give a bit more reason to do it) that the amount of population a city has left when the razing begins will generate X amount of slaves.
NocturnalEye 28 Jul, 2014 @ 6:05pm 
I never found this slave auction building
Gerbbro 20 Jun, 2014 @ 7:04pm 
It could be my oversight, but I can't seem to acquire a slave. I've captured enemy workers but they just stay as workers.
L♥rd Awe 18 Jun, 2014 @ 2:29pm 
Could you edit it so that puppet citys dont build slave buildings?
As Venice its impossible to keep you citys happy.
Also i dont think the AI sells the buildings so they get unhappy.
The God Emperor of Mankind 7 Jun, 2014 @ 4:54am 
nvm i found the right one jedi i was looking at the wrong one thanks for telling me about it
The God Emperor of Mankind 7 Jun, 2014 @ 3:39am 
jedi ranger kendor do know of a vid that i could watch that could help me make it give no penalties i found the xml and opend i dont know what to change
Jedi Ranger Kendor 3 Jun, 2014 @ 11:13am 
Ok, first of all i agree with most of the haters that it is stupid to have a mod where you have to suddenly half-way through the game keep an eye on aLL of your captured puppets to make sure they dont make a slave auction or risk MaSSIVE unhappiness...

However!

Rather then just complain about it, i decided to do something about it. I am a skilled enough modder myself that i was able to go into the XML code and change it... so that there is ZERO unhappiness gain, right up until the end. If i wanted to, i could change it so that it actually GIVE me happiness.

It's not that hard to do, its located in the XML file marked "policies" and open it with notepad to change the values to what you want. There are a lot of them, so be prepared to spend a few minutes at it.
booday 30 May, 2014 @ 6:42am 
I would wager that you could just have a penalty associated with the Freedom ideology, as its inherently disagreeable with the concept of freedom. Slavery isn't popular with most world powers today, but that's because most of them tout freedom or pick up from marxist ideologies which (are supposed to) promote the worker.

Secondly, slavery may only upset your neighboring countries, not necessarily your own people. But that diplomatic hit could be assumed as part of the ideological difference. Though, if its possible, could make it so that if you have the Slave resource Freedom aligned civs will be more upset with you.
Phade 26 May, 2014 @ 10:50am 
This is disgusting. Historically accurate, but disgusting.
Xarsus 20 May, 2014 @ 4:12am 
@UncivilizedGuy at Resource_YieldChanges table for the slaves bonus resource you have +3production and +2gold are these yields working? i cant anything at city screen... Nice mod btw
Taelyon 13 May, 2014 @ 8:15pm 
In reference to your argument with Fnord, perhaps you could input a tenant for each of the ideology's that negates the effect. All you have to do is name them something convincing, like naming the Freedom one: "Profit Prisons" or the Autocracy one: "Labor Facility" or the order one: "State Reformation"
UncivilizedGuy  [author] 13 Apr, 2014 @ 12:22pm 
@Fnord: If it makes you happy, I'll reseach modern governments and find out where slavery is accepted and make the corrections as needed.
UncivilizedGuy  [author] 13 Apr, 2014 @ 12:16pm 
I don't disagree with you that the penalties might be too much. But I see no problem with making the mod obsolete after a certain time period. There are many things in history that became obsolete like military units and technologies. Does it bother you when a modder makes a building obsolete, like let's say a campfire? Do you really a want to be trading Obsidian or using an Archer in the modern era? Slavery still exists, but it's not a very popular concept today.
Fņŏŕď 12 Apr, 2014 @ 5:02pm 
Its not strategy. Its not a chalenge either. Sorry but making a mod you cant even use after a certain point is just trolling. Make the happiness penalties something resembling sane.
UncivilizedGuy  [author] 12 Apr, 2014 @ 9:59am 
I consider it strategy. But if you can't handle the challenge and like easy games then you can go into Documents/My Games/Sid Meier's Civilization 5/MODs/Slave Trade/Slave Trade and remove the Policies.xml file. That will remove the unhappiness penalty and you can slave away til your heart's content. Oh and I don't recall adding any trolls to this mod. That wouldn't be too realistic. You might want to try a Lord of the Rings mod if you like trolls.
Fņŏŕď 11 Apr, 2014 @ 6:55pm 
Don't bother dude. If you're going make a troll mod don't waste everyones time.
UncivilizedGuy  [author] 11 Apr, 2014 @ 5:46pm 
The popularity of slavery declined drastically after the Industrial Age. I'm simply attempting to reflect reality. Just sell your slave buildings and you'll be ok.
Fņŏŕď 11 Apr, 2014 @ 5:13am 
Booby trapped. The happiness penalties for slavery are simply insane.
Why make a mod you cant even use?
thedUWUmslayer 14 Mar, 2014 @ 4:57pm 
*probably
thedUWUmslayer 14 Mar, 2014 @ 4:56pm 
@Mongolator You're probably having trouble because Gamehenge is only updated for G&K and this mod is for BNW. Gamehenge might work fine with BNW by itself, but its definitely possible that a mod that builds off of BNW content might not work properly with Gamehenge. The slave pronenly works because its taken from another slavery mod made for G&K, while the modern worker uses the new worker model added in BNW when you advance to the modern era.
thedUWUmslayer 14 Mar, 2014 @ 1:20pm 
@Lazy Unfortunate as explained above, there is a difference between the unit "slave worker" and the resource "slave." You need the resource to build slave markets, which yield more of that resource to build more slave workers. If you have some of that resource, sell some of your slave workers until it frees up one of your slave resources.