Sid Meier's Civilization VI

Sid Meier's Civilization VI

Slavery
30 Comments
MissionofSin 2 May, 2023 @ 9:21am 
While I'm not downloading this at this time(plan to try it out, once i finish my current game) I think it has a lot of promise, I'd say as an idea I had is to make it so the Rebellion chance goes up the later era you're in, along with how many rebel, making it less viable in the modern eras to have slaves around.
Ripz 8 Feb, 2022 @ 9:09am 
sounds good except being able to buy units that can later be converted to 1 pop each sounds a bit OP
Shar-k4 1 Dec, 2021 @ 2:33pm 
@Deflated_ball, He isn't supporting slavery, he is making a mod to make the game more historically accurate and realistic, if he did support it, would he put a 'Abolish Slavery' project in?
Goowap_stank 6 Aug, 2021 @ 12:52pm 
please fix this mod I'm begging you. Its not a compatibility issue the mod just does not work at all.
Tape 6 Mar, 2021 @ 4:42pm 
just_a_person Awwww dont start crying
Tape 6 Mar, 2021 @ 4:42pm 
Share Share Share!
David 20 May, 2020 @ 1:45pm 
I remember that in call to power 2, there was the "slave" unit that went to the opposing cities to steal the population, transforming the opposing inhabitants into their own slave inhabitants. I wish there was something like that. It would also be interesting to be able to use these slaves as an exchange resource between civilizations. When you raze a city, it would be nice to be able to enslave the population. These slaves could be sent to live in distant cities, such as cold Siberia. Of course, slaves create riots, discontent, and damage science (a lot of free labor, disincentives the search for alternative solutions).
Frank Savage 18 Jul, 2019 @ 6:29am 
does this work with GS?
lokiredking 2 Mar, 2019 @ 4:12pm 
Does Abolition also provide +1 Housing wherever Population is added?
Haunt Fox 20 Feb, 2019 @ 5:59am 
Since the slaves have limited charges, one can think of them as indentured servants instead - temporary slaves who are paying off a debt of some sort.

And hey, a slave with a good owner can be better off than a labourer in an employer's market (which it's been since the 1980s); sure, you can't leave your job, but if your owner is giving you decent food, shelter and clothing, you might not want to. The labourer, though, might make just enough to live in a slum, eat KD, and wear second-hand rags from the Sally Anne, and can have his job removed from him and sent overseas at any moment ...
yuri boy 15 Dec, 2018 @ 3:03am 
Well slavery was in the past a comon thing to see and you can even abolish slavery when you want it... sooo it`s realistic
Deflated_ball 13 Nov, 2018 @ 10:02pm 
OMG I CANT BELIVE YOUR SUPPORTING SLAVERY
Clumsy 21 Oct, 2018 @ 11:17pm 
It does work
Faysal 16 May, 2018 @ 4:03pm 
Awesome idea if it worked
Daddy Kon 23 Apr, 2018 @ 7:14pm 
This would really be good if you get them from barbarians.
thunderbeak 18 Oct, 2017 @ 10:33pm 
Really great mod, I'm loving the wonder rush :)
The only issue I'm having is that I buy a slave in one city but it shows up at another.
coolnut10 11 Jul, 2017 @ 8:41pm 
Can i Import my slaves from trade routes
thyreal 19 Apr, 2017 @ 7:27am 
be cool to have a slave that has 1 build . from each time destroying a barb camp . would be a neat goody other then gold . also have a random number of gold like 30-100 . its always the same .
Mazzini 6 Apr, 2017 @ 3:31am 
great. suggestion: a 4 charge for each slave unit should be most balanced, I suppose. Then with Dakar +2 makes 6.

This also if people want to add slave resource for barbarian encapment cleaned (or it s going to be too much). thank you
Kepos 6 Apr, 2017 @ 1:43am 
@Leonardo backing your ideas fully. Slaves in usual way are spared not-killed enemys, which are allowed to survive for getting enslaved. Current version is quite extraordinary. Even if I never accepted slavery I can find them in trade screen.

Anyhow manpower was good from ancient times, it lost worth with mechanization and higher culture. Fighting for or at least request joining abolition quest would be great diplomatic enhancement.
Leonardo 5 Apr, 2017 @ 7:01pm 
Below my suggestions, divided into three posts:

PART 1:

In my opinion the slave would not be a "resource" and could not even be produced.

That's because slavery occurs when you take away another people's freedom, so you would not have to produce it, but only take it away from another.

I suggest that slavery be available only when there is a fight between two amusing units and one of them is between 1-5% of life, so that the next turn would have a certain defeat. In that case could the other civ choose to kill the unit or take 1 slave.

It should also work for the barbarians.
Leonardo 5 Apr, 2017 @ 7:01pm 
PART 2:

Differences also according to the policy adopted:

- Chiefdom: can enslave workers and units (slave provide +2 builds).
- Classical Republic: can only enslave units (slave provide +1 build).
- Autocracy: can enslave any unit (slave provide +3 builds).
- Oligarchy: can enslave any unit (slave provide +2 builds).
- Monarchy: can enslave any unit (slave provide +1 buld).
- Merchant Republic: can enslave any unit and trade with other civs (trade popup) (slave provide +2 builds)
- Theocracy: can not enslave units (if capturing a slave that turns worker).
- Democracy: can not enslave units (if capturing a slave that turns worker).
- Communism: can enslave rebels and barbarians (slave provide +1 build).
- Fascism: can enslave rebels and barbarians (slave provide +1 build).
Leonardo 5 Apr, 2017 @ 7:00pm 
PART 3:

Note that the more culturally advanced the less slave one has. I think it is the most correct, otherwise there would be a cultural backwardness in civilization.

I also think the slave should lose life on each turn.
Ex: each turn loses 5% of life. So it forces the player to use it soon.
Otherwise there could be a slave forever.

Another cool thing would be in Trade popup the other player being able to condition an exchange the abolition of slaves.

The idea is very cool, congratulations for the initiative.
Ketamine Enthusiast  [author] 5 Apr, 2017 @ 2:00pm 
I'm going to be looking into giving the slave resource for capturing barbarian encampments. Not sure what you mean about buying it if you are the suzerain of a city-state. If a city-state gains access to a slave resource they will give it to you and allow you to use it already.

As for boosting wonders, Slaves CAN already do that. When building a wonder, move a slave to the tile the wonder is being built on, and the rush wonder button should be highlighted. If you press it, you can boost the production of a wonder. This is more effective near the beginning of the game when compared to, say, the Industrial Era. I'm going to be looking into districts, though as of right now I'm not sure its possible.

As for culture, I'll be looking into that as well. One idea I've had is giving a culture bonus for the abolition project, so I might add some culture effect that way.
Kabessaun 5 Apr, 2017 @ 10:09am 
Thanks for answer, can i give some tips ?

Would be amazing if we could get points or slaves from barbarians, all units doesn't matters if other civilizations or city-states, but great people or settlers still the same.
Allow buy it if we are suzeran of the specific city states, like Dakar.


If we could use them to boost wonders and districts would be perfect!
might be 10% all civs and 15 % from China and Montezuma, because them already have something similar !

Also could give some culture when it's spended or captured!

Sorry for the big text, i really liked the idea ! :p
Ketamine Enthusiast  [author] 4 Apr, 2017 @ 9:18pm 
I haven't actually uploaded the patch yet, so slaves should actually be substantially cheaper than builders. They get more expensive with each one you buy just like builders too. As for getting slave points/resources, you get them by conquering cities or by killing enemy builders, missionaries, or apostles. I might look into giving slave resources for clearing barbarian encampments, though.
Kabessaun 4 Apr, 2017 @ 7:50pm 
I liked the idea but it doesn't work well, it's too expensive to buy and how can I get slave points ?
also it's needs be taken for barbarians aswell! :p
PeenHype 4 Apr, 2017 @ 10:25am 
ok cool
Ketamine Enthusiast  [author] 4 Apr, 2017 @ 9:57am 
I'm going to update it soon with a small balance patch that will make slaves more expensive. The goal isn't to entirely replace workers of course.
PeenHype 4 Apr, 2017 @ 8:42am 
This mod is a good idea! but, do you think it will devalue the builder for militaristic civs?