Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- 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
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。
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
In addition - amenities for Auction yards
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.
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.
It is my pleasure to hear that my mod gets translated. Link is added in mod description.
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.
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.
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.
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.
Base combat strength is compared (same as Eagle Warrior).
Yes, it is 55%.
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.
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
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.