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Slave Trade V. 5.03

Slave units require the Slave Deed resource. Captured civilians become Slaves.

  1. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    UncivilizedGuy submitted a new resource:

    UncivilizedGuy's Slavery - Slave units require the Slave Deed strategic resource. Captured civilians become Slaves.

    UncivilizedGuy's
    Slave Trade

    • Slave unit: 5 charges. Builds all improvements that a Builder can. Can only be purchased.
    • Slave Deed: New strategic resource required to build the Slave unit.
    • Slave Markets: New Project that produces +2 Slave Deeds and 15% Gold. Available at State Workforce. Requires Commercial Hub and Iron.
    • Settlers, Builders, Great Generals, Military Engineers, Traders, Missionaries, Apostles, Inquisitors, Archaeologists, Medics and Naturalists become Slaves when captured.
    • All Great People except Great Generals can be captured and remain as Great People.
    • Forced Labor: New Policy that adds 30% cost reduction towards Slaves.
    • Indentured Servitude: New Policy that adds 30% cost reduction towards Slaves and newly trained Slaves gain 2 extra build actions. -2 Housing to all cities.
    • Human Trafficking: New Policy that adds 50% cost reduction towards Slaves and -4 Housing to all cities.
    • Serfdom now adds 2 extra build actions to Slaves in addition to Builders.
    Installation Instructions

    1. Unzip the zip file.
    2. The contents of the Slavery by UG subdirectory should be copied into your Mods folder (.../Documents/My Games/Sid Meier's Civilization VI/Mods/).

    Credits: Special thanks to Deliverator for assisting me with getting the units to appear in the game properly!



    Read more about this resource...
     
    Last edited: Dec 23, 2017
  2. cromcrom

    cromcrom Cernu

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    Nice Idea, thanks for sharing :)
     
  3. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Looks like I missed some Civilians. For next update, hopefully tonight I will add:
    • Archaeologist
    • Missionary
    • Apostle
    • Slave (Slave needs to stay as Slave when captured. The way it is now they will be killed.)
     
  4. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    UncivilizedGuy updated UncivilizedGuy's Slavery with a new update entry:

    Added 2 policies and more captured civilians

    Read the rest of this update entry...
     
  5. Buni0ns

    Buni0ns Chieftain

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    May I suggest -2 amenities as an addendum to the slave market?
     
  6. gyogen2

    gyogen2 Chieftain

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    There is a modart component type, I wonder if it can be used to add art instead of overwriting base game files?
     
  7. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    I have no idea. I just know what works. I'm not the expert when it comes to art. All I know is that the expert modders have said that overwriting the base game files is the only thing that works right now. It has everything to do with the file structure. The modinfo can't link to files outside of the Database.
     
  8. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    I agree. I meant to add this to the policies or the building but it must have slipped my mind. The building would probably be a better choice. The way the Slave Market is now it implies that Slavery was a positive thing in history.
     
  9. Kabba QuzAi

    Kabba QuzAi Chieftain

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    The idea of turning all captured civilians into slaves is awesome! Specially because right now, you capture a settler it will keep on being a settler, but now a turncoat. And great people gets teleported to a safe city center......

    But being able to "produce slaves" makes no sense to me.
    Are you eslaving your own people? Shouldnt we then lose one population in the city it was built (or since we can only have one slave market, in the city it was taken from (maybe having an option to choose where to go get the own civilian))
     
    Buni0ns likes this.
  10. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Buni0ns likes this.
  11. ssgts

    ssgts Chieftain

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  12. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Not yet. I will try to get that update out tonight. Thanks for the reminder.
     
  13. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    UncivilizedGuy updated UncivilizedGuy's Slavery with a new update entry:

    Now compatible with MOAR Units 0.3.

    Read the rest of this update entry...
     
  14. Ekkaia

    Ekkaia Chieftain

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    This causes some diplomatic relations minuses with some kind of civilizations/agendas/political systems? Could be nice, for the downside.
     
  15. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Good idea but I don't think that's possible right now
     
  16. ssgts

    ssgts Chieftain

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    The great people can not be captured, they always teleport to a city.
     
  17. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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    Bummer, Thanks for the feedback. What about Traders? I'm curious about those too.
     
  18. ssgts

    ssgts Chieftain

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    Trader can not be captured too, but we can get money from trader.
     
  19. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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  20. UncivilizedGuy

    UncivilizedGuy Civ is brain candy.

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