Sid Meier's Civilization VI

Sid Meier's Civilization VI

Phantagonist's Slavery and Emancipation
Proposed Balance Suggestions.
Hello Phantagonist, I quite enjoy playing with this mod as it adds a bit more flavor to my games, however, I feel that the negative societal impacts of slavery aren't represented well in this mod, which in turn has led several people to make (probably) false assumptions about you or your stance upon Slavery.

Thus, I've made this Discussion.

Auctions Houses are probably my main dissatisfaction with this mod(both in terms of gameplay and flavor), and probably also the main reason for people's assumptions above. Auction Houses have no opportunity cost. When you unlock them, you should always build them because they only bring benefits.

Auction Houses essentially allow you to sell your own people as Slaves, in addition to allowing the capture of Slaves within 9 tiles around the city. The first should have a negative impact in almost any society, while the second renders the additions to the Warlord's Throne pretty useless for it's intended purpose (an early-mid game method to reliably gain slaves).

Thus I'd recommend the following changes:
-Auction Houses reduce Tourism in this city by 75%.
-Auction Houses should subtract loyalty (scaling with population), when you purchase a Slave.
-Auction Houses grant +4 Gold per level of negative amenities in a City.
-Auction Houses no longer grant Slaves from killing units within 9 tiles.
-Auction Houses instead grant gold equal to the combat strength of units killed within 9 tiles.
-Auction Houses subtract -1 amenity for each Civilization that has undergone Emancipation.
-Upon completing Emancipation, all Auction Houses are closed/destroyed.

These changes would make the Auction House more mechanically interesting and add flavor at the same time.

Reasoning for Each Change:

-The Tourism reduction is because, even if the Ancients did not abhor Slavery as we do today, the average person certainly did not being in the presence of Slaves, thus they were "hidden away", and their impact on history was glossed over. Thus areas openly conducting Slavery would scare away Tourists.

-The Loyalty Malus for purchasing Slaves represents how there would be Civil Unrest and possibly even riots when hard-working Citizens are enslaved to work for their rulers.

-The Gold per Level of Negative Amenities reflects how most Slave-Countries were run, individual dissidents were enslaved and sold, removing them from the country.

-The Bonus made the Warlord's Throne and any Slaving Policies pretty redundant, instead it was replaced with something that actually makes the Auction Hall live up to it's name of being a place where "Slave Auctions" are held. That is from the captured prisoners of war, beings sold as Slaves in Auctions.

-The Amenity reduction is merely representative of how as more and more Civilizations abolish Slavery, the more unrest it causes in your cities.

-Now that Slavery is abolished, the need for places where Slaves would be bought or Sold is unnecessary.

Finally, as a last bonus change, how about adding a "Human Trafficker" Modern Era and later Barbarian Unit that is invisible like Submarines?