Sid Meier's Civilization V

Sid Meier's Civilization V

Slavery Mod
124 Comments
Aetini 11 Nov, 2023 @ 12:58pm 
Overall my experience was fine but Slave revolts can occasionally get annoying. There's definitely a net gain in improvements before they revolt, but it's guaranteed they eventually will.

It would have been interesting if there was a way you could disable that (via setting or via unique wonder or building).
Fņŏŕď 22 Aug, 2023 @ 9:15pm 
Slave revolts make this mod useless.
Vark 10 Feb, 2023 @ 12:13pm 
Something I noticed. I took the "honor" civic which gave me several slaves for conquering a city, and also a slave for taking a barbarian camp. After the Rennaissance, taking a barb camp gives me a *settler.* I wonder if this is intentional? Seems a bit OP. I don't expect this mod to be changed and I like the concept but some things seem a little undercooked.
Cpt. Kirk 20 Oct, 2022 @ 3:42pm 
This mod is great! Can't play without it
Economic Terrorist 29 Mar, 2020 @ 4:20pm 
Technically worker units are already slaves.
Thalmund Canifis 1 Sep, 2018 @ 2:57pm 
The game started crashing after getting the mod. Can't confirm 100% it's all cause of this mod, but I if someone else is experiencing it, try to play without this one for a while I guess.
(THESNIFFLES-19) 27 May, 2018 @ 1:43pm 
How come for some reason when another Civ defeats a barbarian encampment I get a slave worker but they don't?
Mk Z  [author] 29 Jul, 2017 @ 10:46pm 
Scotty Rotten, buying slaves becomes unavailable from industrial era
Scotty Rotten 23 Jul, 2017 @ 6:45am 
Would be a lot more fitting if slaves where to exist only when capturing enemy settlers/workers. When you reach the modern age it's really anachronistic to be able to buy slaves in your cities. Good idea though.
SpiffyGonzales 17 Jul, 2017 @ 9:23pm 
Cant you make it so that the social policies they replace are all universal health care?
Jakob 22 May, 2017 @ 2:30pm 
I mean if you kill a slave that has revolted I think it need to be a slave again
Jakob 22 May, 2017 @ 2:25pm 
can you fix that
Jakob 22 May, 2017 @ 2:25pm 
I loved this mod until i realized that you dont get your slaves back after they have revolted
Don Julio 8 Apr, 2017 @ 9:01am 
My salves are willing. and captured war prisoners and convicts. Slaves... I enslaved the rainbow... lol
Mk Z  [author] 6 Feb, 2017 @ 8:38pm 
Grimlock199, yes
Reggin 6 Feb, 2017 @ 6:24pm 
Can slaves build unique or modded buildings?
ryanbeolve 3 Oct, 2016 @ 10:04am 
I just need it to load an old save. Trying to make sure I have all the right versions of every mod. thanks!
Mk Z  [author] 30 Sep, 2016 @ 9:09pm 
whats wrong with v3?
v2: goo [dot] gl [slash] XxvPPQ
ryanbeolve 30 Sep, 2016 @ 12:30pm 
By chance do you still have v2?
Mk Z  [author] 17 Sep, 2016 @ 1:03am 
Updated to version 3.
Now you can get Slaves from barbarian camps, if Honor adopted.
FatAngryBastard 2 Jul, 2016 @ 10:22pm 
Let me add you, and we'll chat about it. But sure thing, I'll try.
Mk Z  [author] 2 Jul, 2016 @ 9:16pm 
White Warmonger, could you share a save file
FatAngryBastard 2 Jul, 2016 @ 5:06pm 
Hey there. When ever I implement your Master Race policy, your mod fucks my game up permanently and I have to reboot it if I did not save before applying it. What it does basically is fuck with the UI, I can not produce any new buildings, units or anything else. I just click the icon bubble and it does nothing. Can you please see what is causing this? Thank you.
Mk Z  [author] 18 Jun, 2016 @ 10:42pm 
Eugene, good catch i'll see if it can be modded
Eugene 29 Apr, 2016 @ 2:44am 
Does "Enslave a citizen" from city states give you a slave instead of a worker? If no I think it would be nice to make it that way
thenikus 25 Apr, 2016 @ 11:54am 
Good points.
Mk Z  [author] 25 Apr, 2016 @ 10:55am 
thenikus, renaissance is the time of the arab and atlantic slave trade, it only intensified then. maybe slaves should not be taken from civs having the same religion though?
And now theres no slavery only because the freedom has taken over the world. Communist/fascist regimes practicised state slavery alot.
thenikus 25 Apr, 2016 @ 8:10am 
I see. Just saying, I would like to see something that disincentivizes slavery in a civilized society (starting with the Renaissance, I guess). Then again, we do have wage slaves, don't we... Hm :/
Mk Z  [author] 25 Apr, 2016 @ 7:59am 
thenikus, nice idea but it wont be possible to make AIs to know what this resolution is about.
thenikus 25 Apr, 2016 @ 4:23am 
You should maybe add a World Congress resolution that bans slavery :)
Mk Z  [author] 17 Apr, 2016 @ 1:35am 
gianlucavartan, didnt think about that. technically workers captured by barbs are converted to military units so the player cant take them back.
Korakent 16 Apr, 2016 @ 2:13pm 
I've realised one problem with this mod; when you liberate a barbarian worker (which also should be renamed to slaves) it should lose the negative effects of a slave and be converted back to a worker! I still have not installed this mod so this might be a feature that already exists, if so please could you make it clearer in the description please?
FatAngryBastard 3 Apr, 2016 @ 10:51pm 
Good news. I reinstalled the mod, it went away, picture works fine now. Thanks anyway mate, cheers!
Mk Z  [author] 3 Apr, 2016 @ 9:30pm 
14✠White Death✠88, hmm dont know i'll check if something can cause that
FatAngryBastard 1 Apr, 2016 @ 1:49am 
Excuse me, but whyh do I keep getting a message about slave flag exture missing? I don't even see the flag on the slaves, so how can I fix this? got a solution? cheers.
☢SeriouslySuck☢ 20 Mar, 2016 @ 7:31pm 
Mk Z , there are rebels spawning ingame i was just thinking of a safer alternative for those that play it without barbs. considering some people capture cities and have a crap ton of slaves because of this, i was thinking that it might screw everything up if they revolt. idk i play with barbs usually.
Mk Z  [author] 20 Mar, 2016 @ 7:22pm 
☢Jafr91399☢™, hmm havent considered this scenario. Are there no rebels due to unhappiness too, when barbs are disabled?
☢SeriouslySuck☢ 20 Mar, 2016 @ 11:09am 
maybe have an event where slaves would revolt but if the player has disabled the barbarians they just escape. idk its just an idea.
TigerWave01 7 Feb, 2016 @ 9:05pm 
Yay! V2
Mk Z  [author] 7 Feb, 2016 @ 8:02am 
version 2!
Vark 15 Jan, 2016 @ 6:04pm 
I look forward eagerly to an update to this mod. :)
commander cool 31 Dec, 2015 @ 11:41am 
i agree with logica about ways to make revolts less likely....
4NG3L 19 Dec, 2015 @ 5:17am 
If it is possible, there oughta be a way you can negate revolts or make them less likly. Not sure how the mod works under the hood, so i dunno if it can be done as a conditional choice or something. And I can think of a couple of things Aboliitionism can do, like make slaves expensive to control, make them more likly to revolt, and/or have nasty diplomatic repurcussions.
4NG3L 19 Dec, 2015 @ 5:12am 
Nice. If you run Autocracy, then it makes sense, too. If you run freedom, you can totally go for abolitionism. Gets better: I noticed the AI likes using slaves. Run Abolitionism at first chance and you can totally screw everyone.
RedRapture 15 Nov, 2015 @ 5:16pm 
I remember from Civilization 2 (I think it was 2) that the Emancipation Proclamation was a world wonder that gave severe penalties to nations that used slaves after it was made. Perhaps you could work in something like that?
Mk Z  [author] 9 Nov, 2015 @ 10:34pm 
Barack Obama, yes, AI do use slaves to improve tiles. And they will hurry production in v2 with slaves too (this part is ready). As for revolts, yes you can't prevent them (except by v2 policies). Because if i did something to prevent revolts (e.g. "supervising" military units), AI wont understand this. Although there could be a passive effect reducing revolt chanse like army size, AIs love to build large armies...
StelYoBish 9 Nov, 2015 @ 12:23pm 
Also, im assuming the more slaves you have the higher chance of revolt? Are there ways to prevent this?For example, having soilders around them or something? Or will you just rely on social polices to lower the chances of rebellion in the next update for this mod?
StelYoBish 9 Nov, 2015 @ 12:20pm 
Does the Ai take this mod into consideration and use it?
Mk Z  [author] 8 Nov, 2015 @ 10:48pm 
Logica, thanks for your comments. Yeah in games we can choose the dark side, and this does not make us bad we just learn to understand the world better (what games exist for). there are things already in the game like war, nuclear weapons, evil policies like "police state" and "iron curtain", starvation etc. Slavery isnt a big deal on this background. Furthermore, historically enslavement was a progress from the total annihilation practiced in the tribal warfare. If you want to play a good guy you can disband captured slaves pretending you make them free. And in v2 you will be able to use Abolitionism.
4NG3L 8 Nov, 2015 @ 4:05am 
Addendum: The deveoper IS working on adding other mechnaics to slavery as what appears to be a means to add it as a strategy. It doens't make the concept of it in a real life sense any more right, but being that is has been a historical thing and there are some interesting strategies you can do with it, I'm willing to give it a chance. If ya wanna feel like a hero, then see if Abolitionism can be used to screw over your rivals. It worked after the American civil war. The South lost ALOT of profit because they lost cheap labour.