Phall1007
Chieftain
Here it is, my first post and my first mod, so please be kind.
Colonialism Mod
What is it?
Adds the colonialism tech to C3C after navigation. This tech allows the Slave Trader and Slave Ship units to be built and a new specialist - Slave Driver.
A slave trader is a unit with movement 2, population cost 1 and no maintainence cost that can only perform the join city action. A slave ship is exactly the same but travels across the sea instead of land.
A Slave Driver is a specialist who creates 10 gold and 10 unhappiness.
What's it used for?
Those far away cities which are so crippled by corruption that they can only ever produce 1 shield. The slave ship and slave trader allow you to transport citizens from that city to other more productive cities in your empire. Then, with only one citizen left, simply convert him to a Slave Driver and voila! A useless city is turned into one which just carries on pumping 10 gold into your treasury every turn (11 if you set it to just produce wealth every turn).
It is a way to convert otherwise useless cities into money making machines.
Known problems
As might be expected, in the couple of test games I've played, the AI isn't nearly smart enough to figure out how to use this tech and units, so it does tip the balance in favour of the player a little.
I added the 10 unhappiness so that the Slave Driver couldn't be abused and used in productive cities which is not what he is intended for. Unfortunately, if you have an exceptionally successful city with plenty of wonders/luxuries/a marketplace etc etc. then you can still use a Slave Driver in it and maintain productivity, however this is unlikely and will almost certainly do nasty things like ending a WLTKD.
Future plans
If feedback is good and there is demand, I will adapt this mod for vanilla aswell.
I'm thinking of changing things so that I can create a tech/wonder later in the game which abolishes slavery and changes the dynamic of how this system works.
Create my own units for the Slave Ship and Slave Trader. Make a female Slave Driver and make era-specific Slave Driver icons.
Try to devise a way of making the Slave Ship and Slave Trader units only buildable in the cities they are intended for, rather than to simply shift around population between productive cities.
Acknowledgements
Thanks to Colonel Kraken and Kryten. I used their Ship of the Line and Settler Wagon units for the Slave Ship and Slave Trader units.
Download It!
Simply unzip this file into your Conquests/Scenarios folder.
Any feedback would be very much appreciated. And hello to everyone at civfanatics!!!
Colonialism Mod
What is it?
Adds the colonialism tech to C3C after navigation. This tech allows the Slave Trader and Slave Ship units to be built and a new specialist - Slave Driver.
A slave trader is a unit with movement 2, population cost 1 and no maintainence cost that can only perform the join city action. A slave ship is exactly the same but travels across the sea instead of land.
A Slave Driver is a specialist who creates 10 gold and 10 unhappiness.
What's it used for?
Those far away cities which are so crippled by corruption that they can only ever produce 1 shield. The slave ship and slave trader allow you to transport citizens from that city to other more productive cities in your empire. Then, with only one citizen left, simply convert him to a Slave Driver and voila! A useless city is turned into one which just carries on pumping 10 gold into your treasury every turn (11 if you set it to just produce wealth every turn).
It is a way to convert otherwise useless cities into money making machines.
Known problems
As might be expected, in the couple of test games I've played, the AI isn't nearly smart enough to figure out how to use this tech and units, so it does tip the balance in favour of the player a little.
I added the 10 unhappiness so that the Slave Driver couldn't be abused and used in productive cities which is not what he is intended for. Unfortunately, if you have an exceptionally successful city with plenty of wonders/luxuries/a marketplace etc etc. then you can still use a Slave Driver in it and maintain productivity, however this is unlikely and will almost certainly do nasty things like ending a WLTKD.
Future plans
If feedback is good and there is demand, I will adapt this mod for vanilla aswell.
I'm thinking of changing things so that I can create a tech/wonder later in the game which abolishes slavery and changes the dynamic of how this system works.
Create my own units for the Slave Ship and Slave Trader. Make a female Slave Driver and make era-specific Slave Driver icons.
Try to devise a way of making the Slave Ship and Slave Trader units only buildable in the cities they are intended for, rather than to simply shift around population between productive cities.
Acknowledgements
Thanks to Colonel Kraken and Kryten. I used their Ship of the Line and Settler Wagon units for the Slave Ship and Slave Trader units.
Download It!
Simply unzip this file into your Conquests/Scenarios folder.
Any feedback would be very much appreciated. And hello to everyone at civfanatics!!!