Slave Trade

Slave Trade V. 6.00

Updated for Rise and Fall.

Removed Slave Markets project.

Warlord Throne now produces +2 Slave Deeds.

Human Trafficking policy is now a Dark Age policy and provides +4 amenities to all cities.

Slaves now require the Market.
Fixed missing unit graphic
Fixed font icon in Slave description.
Adjusted Slave cost to be equal to a Builder.

Increased cost of Slave Markets.
Slave no longer goes obsolete. Since slavery exists in modern times I decided to take a different approach. This also solves the problem of having useless Slave Deeds in the end game.

New Policy: Human Trafficking. 50% discount on Slave purchases and -4 Housing in each city. Requires Ideology.

Indentured Servitude now gives -2 Housing. Upgrades to Human Trafficking.

New Project: Slave Markets. Produces two Slave Deeds and +15% Gold. Requires State Workforce, Commercial Hub, and Iron.

Market no longer produces Slave Deeds.
Removed the Slave Market.

New strategic resource: Slave Deed

Market produces +2 Slave Deeds.

Slaves require the Slave Deed.

Slaves can only be purchased.
Replacement of the core art files is no longer necessary.
Slave Market now gives +5 Gold, -5 Food, +2 Housing, -1 Amenity

Side note: I looked into changing the Aztec trait so that captured units would become Slaves instead of builders but this seems to be hard coded.
Updated Art Defines for version 2.0 of Specialized Industry
Updated art defines for compatibility with Specialized Industry and MOAR Units 0.4 which includes Fall Patch Update.
Slavery is now compatible with MOAR Units 0.3 by Deliverator

Slavery, Stategic Industry, and Modern Buildings are all compatible. The Art Defines are the same in each mod therefore installation order is NOT important.

Slave Market gives -2 Food and no production. This is more realistic. The benefit of creating Slaves is it's contribution to production.
Slave Market now gives -2 Amenities.
Now the Missionary, Apostle, Inquisitor, Archaeologist and Medic become Slaves when captured.

The Slave now stays a Slave when captured.

Two new policies: Forced Labor adds 30% production towards Slaves.
Indentured Servitude adds 30% production towards Slaves and newly trained Slaves gain 2 extra build actions.

Serfdom now adds 2 extra build actions to Slaves in addition to Builders.
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