Northboy85
Chieftain
Bummer, Thanks for the feedback. What about Traders? I'm curious about those too.
I'm literally working on an extremely similar mod for Slavery.
https://forums.civfanatics.com/threads/slavery-mod-by-darkleaf.605837/
https://forums.civfanatics.com/threads/slavery-mod-by-darkleaf.605837/
https://forums.civfanatics.com/threads/slavery-mod-by-darkleaf.605837/
The biggest difference being that a Slave Master (+2 Combat Damage, 50% Chance to create Slave), Slave Hunter (+4 Combat Damage, +4 Combat Damage against Barbarians and Slave Rebels, 50% Chance to create Slave), or Slave Trader (+1 Movement, +50G Whenever a Slave is created within 1 Tile, 60% chance to create Slave), Support/Civilian Class Units.
Slaves have a 50% chance to spawn after an enemy unit is killed in combat, or an improvement is pillaged.
Slaves also, have a 10% chance to create a Slave Rebel whenever they use a Charge.
There are a bunch of traits and specific slave related units as well I'm adding.
Colosseum (any civ) and/or Roman Entertainment Districts can create a Gladiator Combat Unit by using a Slave Charge
City States now gift Auxiliary whenever a Trade Route is complete, or Auxiliary Combat Units can be purchased at your capital if you are a Suzerain.
Plus, a lot more Slave Specific Buildings... (10% completed on the buildings, only the Brothel and the Parlour work so far)
If you'd like to work together on this. LET ME KNOW!