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Also, it makes no sense that, when the cultures flip, the province goes Fetishist. In RL, slaves were converted rapidly to the masters' religion. When the province flips, it should flip culture and then take on the primary religion of the area.
Also, you are missing an Event that converts your version of the Mod's abolitionism modifier to the Vanilla rendition's (" the_abolish_slavery_act "), and it appears to me that a nation with the AST version of the Modifier does not delete Slaves as Trade Goods when slavery is abolished.
That is unrealistic. Every nation on the earth practiced slavery at some point, and it only seems like common sense that any nation that dares explore the New World would want in on those sweet, sweet... ahem, job opportunities for black men.
I propose that the tech requirements be completely eliminated, simple as. There was no monopoly on slavery. Heck, Genoa and the Khanate of Crimea INVENTED the word "slave," from SLAV, and captured the white man. That's Eastern Tech right there. Anyone should get to go for slave trading if they have the qualifications for storming the New World and Africa.
It would be great to buy/sell slaves and use them to construct your buildings / reduce the building time for your wonders or even use them in the war. I havent tried yet, I'm gonna try it now
The negative attrition represents slaves defecting to support the besieging armies.There's good historical history of slaves supporting besieging armies during war. Reducing fort defense is a good thing to add for them though.
I would need to play Anbennar to do so, I currently hardcode the diaspora cultures so I would need to know what subcultures to make.
Also, negative attrition for enemies doesn't make a lot of sense to me; is the idea that slaves are giving the occupying army food to last the siege? You would still have the dominant culture defend the province, but maybe changing it to a negative fort defence modifier would make more sense, as slaves are hesitant to defend and die for their enslavers (and they're disarmed).
(Also, do you think you could make a submod that does this for orcs in Anbennar? You get minorities but no actual cultures form; that's just a pipe dream though lmao)
Certainly! And Eu4's lack of representation is in contrast to Vic2/Vic3 where they do reflect this. I think there should be more consistency.
I appreciate the feedback. I agree that disregarding cultural effects of slavery is not helpful for a historical game like Eu4. There is almost nothing in game that reflects the millions of people that got forcibly moved to America during this time period.
I think most of the industrial economic trends are outside of Eu4's time period (or near the end of it), so it's not a very high priority on the list of features.
I do think slavery in game for the player is a tradeoff of immediate short term wealth in exchange for long term instablity and less decelopment.
Especially if they are set in the epoch.
I think it does a good job representing the cultural shifts in America and helps line up Eu4 with Victoria 2. I hope the Eu4 to Vic 2 become compatible with this mod so the African-American pop generates. Looking forward to this getting updates sometime!
Not in the scope of this mod, but I wish Africa was nearly uncolonizable and that diplomacy with native Africans was required to economically benefit from there (e.g. participating in the slave trade).
For the province modifier, I don't understand why it gives -1 attrition for enemies, and I really think -1 possible number of buildings is too harsh; like, that sets it back by 10 dev, but it already gives a reasonable -10% local dev cost.
Is there still a slav slave trade in E Europe?
I know the Janissary are slaves, as are the Mamluke armys.