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Darkleaf's Slavery Mod + Bonus Addons v2

Adds Slaves, Slavery related Buildings, Units, and MORE! (Compatible with YNAEM/MOAR Units/Horems)

  1. Northboy85
    morebuildings.png
    SLAVERMOD.png
    DARKLEAF's SLAVERY MOD!

    Yes, it's true! The project from HERE Has finally arrived!

    The aim of this MOD is to accurately depict Slavery as a cultural, religious, and historical importance for mankind. Conscript or capture Slaves to use for a variety of purposes.

    I've also added Palace, Barracks, and Stable Dependent units. Along with the Guard Tower for Defensive Units that are slow, weak, cheap, and good for defending your cities. Rome is a little buffed in this initial release due to them being the focus on this mod. As more and more releases come out, other nations will be buffed considerably. Especially the Aztec, Egypt, Sumeria, and China.

    UNITS:

    Slave - All Civs -
    Slow, Cheap, yet Effective! 2 Build Charges and 1 Movement. Extremely cheap but requires the Slave Den to build (Unlocked with Pottery) Even on Epic Speed, you can build one in a few turns. Whenever a Slave uses a charge, there is a 10% chance it will spawn a Slave Rebel (A weak barbarian unit) This percentage can be lower, removed, or increased depending on your buildings and units nearby. ADDED NEXT PATCH!
    Slave Master - All Civs -
    A weak but fleet footed unit that deals +5 damage to units that are wounded. When this unit defeats an enemy unit, it creates a Slave. Requires the Slave Den to build.
    Slave Hunter - Not available to Aztec -
    A Mounted Slave Master that has a slight increase in base damage, +5 damage to units that are wounded, and 5 movement. Pillaging Improvements also gives a slight chance to create a Slave. Requires the Slave Den to build.
    Slave Catcher - Available to America, Brazil, and Aztec -
    A Renaissance/Industrial Age Slave Hunter unit that deal extra damage to Rebels/Barbarians with the same bonuses as the Slave hunter. Requires the Slave Den to build.
    Warlord - Only Available to Rome FOR NOW - Still testing unit -
    This may be a global unit that is pretty much a build-able and slightly weaker version of a Great General/Admiral. Will also be adding the *Captain* which will give defensive bonuses to nearby units and slightly heal them.
    Noble - Not available to Aztec -
    A Palace Unit that is expensive but powerful. Get's +5 Defensive Damage when adjacent to Ranged Units (Trait not added until next patch). Aztec will get a civ specific version of Noble.
    Mounted Noble - Not available to Aztec -
    A Palace Unit that is expensive but powerful. Mounted version of Noble that get's +5 Defensive Damage when adjacent to Ranged Units (Trait not added until next patch) and does more base damage.
    Shaman - Available to Aztec, China, Egypt, Germany, Japan, Kongo, Sumeria DUE TO CHANGE -
    A cheaper and construct-able Healer/Missionary unit that can defend itself from Combat attacks. Has 2 Spread Charges but only 50 Religious Strength. (This unit may become Global)
    Druid - Available to England and France -
    A construct-able Healer/Apostle unit that can defend itself from Combat attacks and starts with 2 levels. Has 2 Spread Charges with 110 Religious Strength.
    Gladiator - Available only to Rome -
    Melee Unit that deals increased damage against Melee Units when attacking and +5 Damage against wounded units. Requires Amphitheater Flavium (Roman Unique Building) TO BE ADDED: Slave Charges used on Cities with Flavium will create a Gladiator Unit.
    Chosen - Available to Germany, Norway, and Scythia -
    Melee Unit that deals +5 Damage against wounded Units. Requires Barracks.
    Oath-sworn - Available to England, France, and Spain -
    Melee Unit that deals +5 Damage against Melee Units. Requires Barracks.
    Jaguar Warrior - Available only to Aztec -
    Melee Unit that deals +5 Damage against Ranged/Siege Units. Requires Barracks.
    Heavy Phalanx - Available to Rome, Greece, Egypt, Spain, and Sumeria -
    Melee Unit that gets +10 Combat Damage when defending. Requires Barracks.
    Lancer - Not Available to Aztec -
    Your standard issue Mounted Pikeman with +2 more damage AKA Increased damage against Calvary Units. Requires Stable.
    Skirmisher - Available to all Civs -
    Powerful early game shock infantry.
    African Hunter - Available only to Kongo and Egypt -
    Ranged Shock Infantry unit that doesn't require Barracks or Iron.
    Throwing Axeman - Available to France, Germany, and Norway -
    Ranged Shock Infantry Unit that requires Barracks and Iron.
    Trebuchet - Not Available to China, Japan, Aztec, and Kongo -
    Long Ranged Siege unit (Range 3) that deals slightly more damage than Catapult.

    Guard Tower Units/Levy Units: +5 In Territory
    Tribesman or Town Guard - Slow, Weak, Cheap but good at defending cities.
    National Guard - Modern/Information Age Unit. Better than Imperial Guard.

    Palace Units: +5 In Territory
    Palace Guard - Ancient/Classical Unit. Slightly better Combat than the Guard Tower units. Slow, Weak, but Cheap and perfect for defending the capital.
    Royal Guard - Medieval/Renaissance Unit. Better than Palace Guard.
    Imperial Guard - Gunpowder/Industrial Unit. Better than Royal Guard.

    Eagle Cohort - Roman Unique Unit. Replaces Palace Guard. Better Combat Damage.
    Praetorian Guard - Roman Unique Unit. Replaces Royal Guard. Better Combat Damage.

    City Center Buildings:
    City Center - Available to all Civs -
    +1 Science, +1 Culture
    Sacrificial Shrine - Available to Rome, Aztec, England, Egypt, France, Greece, Kongo, Spain, and Sumeria -
    +1 Culture, +2 Faith
    King's Tomb - Available to Egypt, Sumeria, and Scythia -
    +2 Culture, +1 Faith
    Burial Grounds - Available to America, Arabia, Brazil, China, Germany, India, Japan, Norway, Russia, Scythia, Spain, and Sumeria -
    +1 Culture, +1 Faith

    Slave Den - Available to all Civs -
    +2 Production, +1 Gold, +1 Housing but -1 Food and -1 Amenity
    (Required for Slave, Master, Hunter, Catcher)
    Slave Trader - Available to all Civs -
    +1 Production, +2 Gold, +1 Housing, +1 Citizen Slot
    Slave Market - Available to all Civs -
    +1 Production, +3 Gold, +1 Housing, +1 Citizen Slot
    Will be adding a Luxury Resource 'Exotic Slaves'.

    Guard Tower - Available to all Civs -
    +25% Combat Unit Experience. +10 Out Defense HP, +1 City Combat. 2 Gold Maintenance. Required to build Town Guard/Tribesman/National Guard.
    Dungeon - Available to all Civs -
    +25% Combat Unit Experience. +10 Out Defense HP, +1 City Combat. 2 Gold Maintenance. Required to build Prison.
    Will be adding that when the city falls below 10 HP, it will spawn 3 Slave Rebel.
    Prison - Available to all Civs -
    +3 Production, +1 Amenity, -1 Food. 2 Gold Maintenance.
    Will be adding that when the city falls below 10 HP, it will spawn 3 Militia.

    Urban Slums - Available to all Civs -
    +2 Production, +2 Housing, -1 Food, -1 Amenity. 2 Gold Maintenance.
    Ghetto - Available to all Civs -
    +2 Production, +2 Culture, +2 Housing, -2 Food, -1 Amenity. 2 Gold Maintenance.

    Brothel - Available to all Civs, except Aztec -
    +1 Gold, +1 Housing, +1 Amenity, +1 Citizen Slot.
    Will be getting a gold bonus with Exotic Slaves.
    Tavern - Available to all Civs, except Aztec -
    +1 Gold, +1 Culture, +1 Housing, +1 Amenity, +1 Citizen Slot.
    Will be getting a Wine/Wheat/Rice bonus.
    Parlour House - Available to all Civs, except Japan -
    +2 Gold, +2 Culture, +1 Amenity, +1 Citizen Slot.
    Will be getting a gold bonus with Exotic Slaves.
    Geiko - Available only to Japan -
    +3 Gold, +3 Culture, +1 Amenity, +1 Citizen Slot.
    Will be getting a gold bonus with Exotic Slaves and will be required to build Ninja Spy.

    Fishery - Available to all Civs -
    +3 Food, +1 Citizen Slot. 1 Gold Maintenance. Must be build along a river.
    Will be adding the ability to build along the coast/river with fishing boat bonuses and upgraded version called Seafood Plant.
    Slaughterhouse - Available to all Civs -
    +3 Food, +1 Citizen Slot. 1 Gold Maintenance.
    Will be adding Camp bonuses and an upgraded version called Meat Packing Plant.
    Outskirts - Available to all Civs -
    +1 Gold, +2 Food.
    Will be adding Plantation bonuses and an upgraded version called Estates.
    Train Station - Available to all Civs -
    +4 Production. 3 Gold Maintenance. All units adjacent to a city where Train Station is built receives +1 Movement.
    Will be adding Strategic Resource bonuses.

    Amphitheatrum Flavium - Available only to Rome -
    +2 Gold, +2 Culture, +2 Amenity, -1 Food. Required to train Gladiator Unit.
    Will be adding the ability for a Slave to use a charge at a City with this building in order to create a Gladiator.
    Graecostadium - Available to Greece and Rome -
    +1 Gold, +2 Culture, +2 Science, +1 Housing, -1 Food.
    Will be required to gain the 'Freeman' Civilization trait in the upcoming patch and I may add this to building to Egypt as well.


    EXTRAS:
    Look for the upcoming patch this weekend!
    Will be adding a special building tree that can only be built where your palace is that will effect your slaves. War Captives, Freemen, etc!

    I STRONGLY RECOMMEND MY MOD-PACK WITH THIS MOD!

    *Darkleaf's Modpack* <---- Download Resource Here
    Improved Resources & Improved Build Times Mod
    :
    • Deserts: Oasis and their adjacent tiles yield 1 Food and 2 Production.
    • Fishing Boats: Now yield +1 Food/Gold.
    • Hills: Snow Hill and Desert Hills give 1 Production.
    • Sea Resources: Fish give +3 Food, Crab give +2 Food and +1 Culture, Pearls give +2 Gold, Whales gives +1 Faith and +1 Culture.
    • Land Resources: Cattle give +1 Food, Production, and Faith. Deer gives +1 Food and +1 Faith. Truffles and Sheep both give +1 Food. Silver gives +1 Culture.
    • Unit Cost: 20% Reduction (4 turns instead of 5 turns)
    • Building Cost: 40% Reduction (6 turns instead of 10 turns)

    Improved Movement Mod:
    • +1 Unit Movement for all Units.

    Improved Builders Mod:
    • Builders can now build Roads in all ages.
    • Builders gain +8 Charges. (Which makes them worth building mid/late game over producing Slaves, which are great early game)

    Improved Mountains Mod:
    • Mountains are now passable but require a turn to climb on, and a turn to climb off.
    • Mountains also have +4 Defense Modifier while on them. Great place for setting up Ranged Units!
    Will be adding a Penalty whenever a unit Climbs onto a Mountain by taking 15 Damage.

    This mod pack is not dependent on any assets and can be used with any combination of other mods!

    TRAITS:

    Civilization Traits are still being tested heavily. All of them are turned off for now since they are pretty unbalanced and/or unfinished for many civs. See the Slave Project forum for a better idea of what they will look here.


    This mod is 100% Compatible with :


    This mod does however rely on some of the technologies in the tech tree, so some mods that remove some of the key technologies may make this mod non-working (Pottery, Bronze working, Iron working, Commerce, etc)


    This mod does however rely on some of the technologies in the tech tree, so some mods that remove some of the key technologies may make this mod non-working (Pottery, Bronze working, Iron working, Commerce, etc)

    IF YOU NEED HELP INSTALLING THIS MOD!

    Copy the contents of the Mod to the Mods Folder located...
    -- My Games/Sid Meier's Civilization VI/Mods

    Copy the contents of the Darkleaf's Slavery Mod Assets (Which have the MOAR Units most recent update v0.41) which is located..

    -- Local Disk C:/Program Files (x86)/Sid Meiers Civilization/Base/Assets/UI/Icons

    Icons_Buildings
    Icons_UnitFlags
    Icons_UnitPortraits
    Icons_Units

    MUST BE MOVED TO THE ABOVE FOLDER AND REPLACED FOR THE UI TO HAVE THE PROPER ICONS!

    SLAVERMOD.png

Recent Updates

  1. Darkleaf's Slavery Mod++