Sid Meier's Civilization VI

Sid Meier's Civilization VI

Phantagonist's Slavery and Emancipation
73 Comments
Rabs Warren 22 Apr @ 1:04pm 
Just finished a long game with this mod, almost can't play without it now. A few things I noticed though:

- You can build the auction square even after emancipation
- Allowing slaves to be captured 9 tiles away with an auction square feels a bit op, maybe could be reduced to 6? Or maybe only allow a max amount in your empire? Or having an auction square creates -1 amenity?
- I don't think the AI will ever adopt the abolitionist policy or complete the emancipation project, or at least I didn't see them do it. Maybe it could be built automatically after the atomic era or something (although I know slaves are still used today).
- 100% chance of acquiring slaves also feels a bit op and maybe the chance could be reduced to 50-60%
- Would also be cool to see if it affected amenities or loyalty when recruited

Anyway, awesome mod I'm gonna keep using it
1454935198 1 Feb @ 7:04am 
创意十足的模组,消耗人口获得3个改良设施。还能让ai的奴隶变为自己城市的人口。
缺点:
(1)击败敌军单位获取此单位,而不是破城奖励,这种体验太糟糕了,往往要反复争夺此单位。
(2)自己建造,体验同样很糟糕:移动力太差了,没有铺路、造堡垒的能力。
(3)建造者太强了,兼容性出色。
IronMike 20 Oct, 2024 @ 3:52pm 
not working says enabled but nothing shows up
Salling 17 Sep, 2024 @ 8:07am 
Working again! Thanks for the update, keep up the good work
Doc_Furtado 15 Sep, 2024 @ 6:28pm 
Good news, working well, tks
ZuryMcFlapjack 15 Sep, 2024 @ 5:45pm 
Yeah the update broke my current game. You should post a link to a legacy version before 9/15/24 update
Doc_Furtado 15 Sep, 2024 @ 4:16pm 
I will try and leave a post later, tks
Phantagonist  [author] 15 Sep, 2024 @ 3:33pm 
Strange, it is working from my side. I have uploaded again, and will check about it once more within 24 hours.
Doc_Furtado 15 Sep, 2024 @ 1:04pm 
Your mod is great, i had been use for years, but now, seens not working, please, check it, is a great mod, tks
Salling 15 Sep, 2024 @ 10:54am 
Hey, been enjoying the mod, but unfortunately it seems the new update is not working. Hopeful for an update, the mod adds a nice extra touch to the game's strategy
TMYR 22 Jul, 2024 @ 9:18am 
军阀宝座建成后,军事单位在战斗中俘虏奴隶的概率好像是100%,不知道是不是bug
Justin 12 Jul, 2024 @ 8:35pm 
might need an update but thanks for uploading
冰博客拿铁 20 Jun, 2024 @ 8:58pm 
有bug,我在一次游戏中发现即便不挂政策卡也能俘虏对方军事单位成为奴隶,并且概率是100%
JollyAsianMan 24 Aug, 2023 @ 5:41am 
bro why cant I sell slaves that I acquired through conquest to other players 😭
I've got too many of em running around doing nothing and turning them into some extra cash'd be amazing plus it'd increase the roleplay value of this mod, being a slave trader
Puddings 6 May, 2023 @ 7:31pm 
Guess you won't look into what I posted :/
玉米先生N 25 Apr, 2023 @ 6:17am 
感觉ai太不聪明了,都飞天了还是一堆奴隶在他们境内,可以在他们完成启蒙运动或者完成现代首项市政时直接完成项目吗?
翔鹤 21 Apr, 2023 @ 8:10pm 
进入现代社会后如果帝国中有奴隶应该减宜居度
Potatoes and Tomatoes 29 Mar, 2023 @ 3:54am 
Interesting concept, could be expanded, i think the upsides from abolishing is too little. Maybe add further diplomatic penalities for civilisation trading slaves. and a world congress resolution regarding slavery.

In addition - amenities for Auction yards
TheBiscuitBaron 24 Feb, 2023 @ 3:46am 
What if there was an more economic purpose and turn ur population or captures into a slave resource that can be traded or turned into a slave unit at a very very cheap cost. Also slave dealer card should also do a 1-2 increase on pop conversion
Phantagonist  [author] 15 Jan, 2023 @ 12:51am 
@ ranma_hf
You may sell you own population by building Auction Squares, or ban using slaves by completing the Emancipation Proclaimation project.

@ ProfHyperSapce
You can also enslave your enemies if you are the victor.
Schrodinger 14 Jan, 2023 @ 11:45pm 
wait?, does this mean other civs can enslave your people bc that sounds annoying
ranma_hf 25 Dec, 2022 @ 3:53am 
So is this instead of using builders? a more complex version of the aztec feature?
Twitchey 28 Sep, 2022 @ 2:01pm 
But yeah, this probably isn't the place for nuanced conversations about history and the brutal realities of "civilisations" and "nations" as we know them. I don't know, at least not falling into the trap of supporting racist weirdos would be a good starting point. ¯\_(ツ)_/¯
Twitchey 28 Sep, 2022 @ 1:56pm 
There were certainly some serious differences between ancient tribal slavery/serfdom and something like the triangle slave trade and "modern" slavery. By contemporary archaeological standards the "workers" of ancient Egypt were (surprisingly) treated significantly better than the slaves of the 18th/19th centuries insofar as we know it. Though surely it wasn't a "good life" either way

Again my points about such a system existing in video game format would be that any benefits come with serious costs. A leader 10,000 years ago would know how wrong it was to enslave peoples, just as much as a leader 100 years ago would know it. To make it a norm or industrialise it should be something other leaders should abhor, let alone what kind of internal conflicts might be caused as a result.
Gerand Darthmore 10 Sep, 2022 @ 1:45am 
Cesar salad thinking slaves built pyramid. Lolz what a joke.
Nman3043 8 Sep, 2022 @ 2:21pm 
erm, actually slaves never built the pyramid. :gordon::gordon::gordon:
Caesar Salad 29 Jun, 2022 @ 12:40am 
I feel like slaves should also be able to speed up wonder construction. That was part of that old mod by "Ketamine Enthusiast", and I think it would fit thematically with slaves building the Pyramids, Colosseum, etc. If you think that's too overpowered maybe it could only be pre-industrial words and/or it could consume more than one build charge.
josgre987 24 Jun, 2022 @ 9:57pm 
does the AI know how to emancipate?
Phantagonist  [author] 15 Jun, 2022 @ 7:26am 
@ H.Humpel
It is my pleasure to hear that my mod gets translated. Link is added in mod description.
H.Humpel 11 Jun, 2022 @ 3:30pm 
Hi Phantagonist,
your mod has been translated into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
Pants Shidding Man 56 28 May, 2022 @ 11:48pm 
Infact I can't seem to get slaves to spawn in any capacity via capture. Do barbarians and city states just not work or?
Pants Shidding Man 56 28 May, 2022 @ 9:39pm 
slave raid isn't working for me
Puddings 28 May, 2022 @ 8:31pm 
Btw nice mod
Puddings 28 May, 2022 @ 8:28pm 
Also Emancipation seems like it should have more of a negative effect. It's basically a free diplo card and victory points. How about at least a flat cost of 1000 gold as a financial compensation to the slaves now freed? I think 1000 gold seems reasonable for a diplo card and some victory points
Puddings 28 May, 2022 @ 8:19pm 
Also for Slave Raid (SR) and Triangular Trade (TT) you can add a flat +1 gold to SR and +2 gold to TT to make up for like a tiny fraction of what you lost from the -4 to -2 gold AS nerf. It's not much, but it's a tiny boost to the policies. And makes sense since raids involve looting and trades involve money.
Puddings 28 May, 2022 @ 8:02pm 
So like if USA and England is engaging in slavery, but Germany and China aren't then you shouldn't get a diplomatic penalty with USA/England, but you'll get a -4 penalty with Germany/China. Then there's the -1 loyalty for 30 turns per slave bought off the AS. I think this is a good idea 'cause it makes rebellion more likely. More slaves = more slaves. Seems pretty realistic, right? And also it's to discourage heavily investing in cheap slave labor. Slaves came with a LOT of problems.
Puddings 28 May, 2022 @ 8:02pm 
Let me explain my reasoning: slavery wasn't really that profitable, so it doesn't make sense to give the AS +4 (+2 is better). Slaves need to be fed, so when you buy a slave you need to feed them so -1 food upkeep makes sense and when they die the upkeep goes away, simple. Slave rebellions aren't uncommon so -1 loyalty to the base building would be a good idea to further punish people who engage in slavery. Then I also think -4 to all your diplomatic enemies and allies would make sense since engaging in slavery is bad, but maybe you can make it more functional?
Puddings 28 May, 2022 @ 8:02pm 
I feel like the Auction Squares (AS) offer way too much money (+4) for what they're worth. They're basically a free building that give you a lot of money with no negative trade offs PLUS slaves. I think lowering it down to +2 gold would be better, but also add -1 food to the city per slave bought off the AS until they die, -1 loyalty to the building, -4 to diplomatic relationships for AI for engaging in slavery, and -1 loyalty for 30 turns per slave bought off the auction square would a great trade off. Slaves captured wouldn't be affected by this. If you don't nerf and add the trade offs then what's the point of ever building workers vs buying slaves? Buying slaves is way too good.
eightroomsofelixir 15 May, 2022 @ 4:45pm 
Would be interesting if Builders are completely replaced by Slaves in the early game. Once Emancipation is finished you can then build normal Builders.
Twitchey 18 Apr, 2022 @ 2:22am 
I'm not sure how much of my suggestions you can achieve or how much work you want to put into the mod in this regard, but I think if fleshed out the system could be an interesting one to have in game (without being dismissive of the issues with slavery). Giving choices in when and how much a player (or ai if possible) invests into the system, if at all, and how it effects them over time.

Also as a side note I'm not sure why the slave units look like they are all dark skinned, but I suppose that is just aesthetics? IDK, it's a little weird either way.
Twitchey 18 Apr, 2022 @ 2:17am 
Also (sorry word limit);

Make the pressure of emancipation build up over time for the more eras you have slavery in place, with the penalties multiplying at each era it is in place after enabled/enacted.

Make the effects of emancipation dissipate over time, rather than just all of a sudden slavery ends and everyone is fine. Maybe having several stages in the emancipation project that need to be "built/produced".

By doing these kinds of things you can make the benefits of slavery quite large (slave based builders with extra charges, much easier to produce, lots of gold and resource bonuses etc etc). At the same time tying it to loyalty and diplomatic penalties makes it much more dangerous in causing the potential for other civs to war against you, and for your own cities to revolt (particularly the ones with the slave based districts). Making it the proper doubled edged system that is was historically.
Twitchey 18 Apr, 2022 @ 2:17am 
My suggestions would be;

Make the choice of utilising slavery at all a big one, that comes with diplomatic, loyalty and amenity and even potentially faith penalties. Perhaps a dead end tech line in the ancient era, or related entirely to a (or a couple of) districts instead.

Make the cities that utilise slave districts have even more of said penalties, in particular reducing the loyalty pressure from your other cities.

Make the slaves themselves have a chance to be deleted upon usage (representing them running away or attempting to and being killed), and each time they are "used" have a penalty related to diplomacy, in this way they could start with more uses than a generic builder unit too.

Use the policy cards to reduce the diplomatic and internal penalties, representing the weaving of such a system into law, politics and even religious belief.
Phantagonist  [author] 7 Apr, 2022 @ 12:46am 
@ Odysseas_84
Base combat strength is compared (same as Eagle Warrior).
Yes, it is 55%.
Odysseas_84 6 Apr, 2022 @ 7:59am 
@ Phantagonist, this is awesome. Are the base or the modified strengths compared? So if the victorious unit has 2 extra strength than the defeated unit, that's a 55% of capturing it as a slave unit? This whole thing is good for both realism and balance in the mechanics.
Phantagonist  [author] 6 Apr, 2022 @ 4:20am 
@ 悸动战士
没有。

@ Odysseas_84
The formula should be 50+/-2.5% per Combat Strength difference (same as Eagle Warrior).
Slaves can be captured when a city-state unit is defeated (same as Eagle Warrior).
Capturing a city just destroys the unit inside, so the unit cannot be captured as Slave.
Odysseas_84 6 Apr, 2022 @ 12:55am 
Great mod. Is there a certain probability a slave will be captured if an enemy unit is defeated? Can slaves be captured when a city state unit is defeated? Does capturing a naval unit parked in a city center provide a slave unit? Please provide some information about the exact mechanics.
悸动战士 25 Mar, 2022 @ 6:55pm 
作者有没有遇到吸血鬼被俘虏后消失的情况
發芽馬鈴薯 23 Mar, 2022 @ 6:57am 
剛剛在玩的時候想到的一些東西
奴隸解放後:
所有建築工+1使用次數or移動力(讓人有動力在後期轉向建造者
拍賣廣場-4金(與+4歸零) +4文,4箱(需要飛行),且不在能新修拍賣廣場(都解放了還蓋個p的拍賣場
奴隸解放紀念碑:只能在有拍賣廣場與紀念碑的城市 且完成奴隸解放後建造 6文4箱(飛行再+4箱),對周圍9格建有拍賣廣場但沒有解放碑的外國城市+8額外忠誠壓力(視為第四項忠誠 其他效果
集中營:可以獲得苦工或直接減少城市人口 老納粹主義了 這個只是亂想配套根本沒有
Fņŏŕď 16 Mar, 2022 @ 7:42am 
Other slavery mods in the past have added all sorts of stupid mechanics. Mostly making the players life miserable. Like slave revolts or other such nonsense. Basically try to keep politics out pf it please.
Phantagonist  [author] 14 Mar, 2022 @ 6:49am 
@ RedRapture
A casus belli could be difficult. An agenda may be feasible, though.

@ aryus
It is for player to have a choice. Warmongers could benefit from capturing Slaves in war to do some infrastructure. Wonder builders may use Slaves to adjust their population and amenities. Peaceful diplomatic player would try their bests to achieve Emancipation.

@ pokenar
Agreed. That's why the Slave penalty does not appear early, but bites back later. I am planning to add a malus that using Slaves would reduce production towards Emancipation as well.