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Northboy85

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SLAVERMOD.png

Darkleaf's Slavery Mod

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Civ 6, Now with Real Slavery!
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RELEASED!



Use Slaves to boost and improve your Empire in a multitude of ways! Slave Masters and Slave Traders are a brand new Support Class that allow your Civilization to start enslaving the enemy today!!!

- Attach your Slave Master to a Melee Combat Unit (Land or Naval) and get a 50% chance to create a Slave Unit by killing an enemy unit or pillaging an improvement!
- Slaves start with 2 Charges. They can create improvements, give a 10% production bonus to City Center production, or use them to uniquely benefit your civilization.
- Watch out! Whenever your Slave spends a charge, there is a 10% chance that a Slave Rebel unit is spawned instead! Be sure to keep any Slave Revolts in check, as they will quickly cause havoc if left unchecked in your Empire...
- Slave Rebels are treated as Barbarians who will bring added chaos across your cities. Any time the Slave Rebel or Barbarian captures a Slave or pillages, it spawns a Slave Rebel!
- Captured or Razed Cities spawn 1 Slave but a Slave Rebel will spawn for every 2 population of the captured city!
- A Slave Master can be upgraded to become a Slave Trader once Mercantilism has been researched. A Slave Trader adds +1 Movement to the attached Combat Unit, no maintenance, and a 60% chance to create a Slave whenever it kills and enemy or pillages an improvement.
- Mercantilism also adds the ability to sell your Slave units for 50G a piece!
- Create Slave related buildings that effect how your civilization interacts with Slavery.
- Slavery becomes Obsolete when you Research Suffrage or Globalism! You can upgrade your Slaves to become Builders for free however after this. But, Slave Masters and Slave Traders cannot be upgraded.


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Slavery Units- 90% Complete (AddingUI)

Slave: 2 Movement, 2 Charges, 10% chance to create a Slave Rebel whenever a Charge is used. Civilian Class - Can be purchased.
Slave Master: 2 Movement, 1 Tile Radius Passive- 50% of enemy units destroyed in combat or pillaged improvements create a Slave. Support Class - Can be purchased
Slave Trader (Requires Mercantilism): 4 Movement, Adds +1 Movement to Attached Unit, 1 Tile Radius Passive- 60% of enemy units destroyed in combat or pillaged improvements create a Slave. Support Class - Can be purchased
Slave Rebel : 2 Movement, Range 1 / 20 Ranged Combat Damage, 20 Combat Strength, Pillaged Improvements and Captured Builder/Slave Units become Slave Rebels. Ranged Promotion Tree. Combat Class (BARBARIAN UNIT) - Can be purchased


*Upcoming Units- 90% Complete (adding UI)

*Slave Hunter: 4 Movement, Adds +6 Combat Strength when adjacent to any Slave Unit, 1 Tile Radius Passive- 65% of enemy units destroyed in combat or 50% from pillaged improvements create a Slave. Support Class (Kongo Unit? Not sure yet but I'm using it for all Civs so far)
*Gladiator: 2 Movement, 30 Combat Strength, +5 Combat Strength when Attacking. +5 Combat Strength against Melee/Ranged Units. 2 Gold Maintenance. Melee Combat Class (Calvary Units counter them) (Roman Unit)
*Auxiliary: 2 Movement, 30 Combat Strength, +5 Combat Strength when Defending. +5 Combat Strength against Calvary. 2 Gold Maintenance. Anti-Calvary Combat Class (Ranged Units counter them) (City State Unit)


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Slavery Related Buildings: 90% complete (Adding UI)

Brothel- (Requires Foreign Trade) +1 Amenity, +2 Gold for any Trade Route to and from this City. +1 Amenity from Incense, Perfume, and Cosmetics.
Parlor House (Requires the Enlightenment) +1 Amenity, +2 Culture per turn. +1 Amenity from Incense, Perfume, and Cosmetics.

Slave Market- (Requires Commerce) +1 Gold per turn. +1 Gold for any Trade Route to and from this City. Slave Charges used in this City and it's Districts give +25 Gold. +2% Chance to spawn a Slave Rebel every turn.

Graecostadium/Flavium Roman Unique Buildings

Tavern- (Requires Foreign Trade) -20% Melee and Ranged Unit Purchase Cost. +1 Gold and Food per turn. +1 Amenity from Wheat and Rice. 2% Chance to spawn a Slave Rebel every turn.
City Medical Center (Requires Civil Engineering) - +1 Amenity. All Units within 1 tile of the City heal each turn. -5 Gold a turn.

Will be Added in the next update:

Guard Towers (Requires Defensive Tactics) - +5 City Combat Strength and Defense. -1 Gold a turn.
Military Training Grounds (Requires Military Tradition) - Garrisoned/Fortified Military Units at the City Center and Encampment District gain 1/exp a turn. -2 Gold a turn.
Siege Works (Requires Military Tradition) - +25% Exp for trained Catapults and Bombards. +3 City Combat Strength. -1 Gold a turn.

FINISHED:

Dungeons- (Requires Construction) +2 Amenity if City is Garrisoned. -1 Amenity, -1 Food, -2% chance to spawn a Slave Rebel. Adds 5 City Strength. Passive: If City reaches below 10 Strength = 1 Slave Rebel Unit is spawned adjacent to City every turn.
Prison- (Requires Industrialization) +2 Amenity if City is Garrisoned. -1 Amenity, -1 Food, -3% chance to spawn a Slave Rebel. Adds 10 City Strength. Passive: If City reaches below 10 Strength = 2 Slave Rebel Units are spawned adjacent to City every turn.

Slave Den- (Requires Mining) +1 Housing, +1 Culture. +2% Chance to spawn a Slave Rebel every turn.
Urban Slums- (Requires State Workforce) +2 Housing, +1 Culture, -1 Amenity, -1 Food. +2% Chance to spawn a Slave Rebel every turn.
Ghetto- (Requires Industrialization) +2 Housing. +1 Culture, -1 Amenity, -1 Food. +2% Chance to spawn a Slave Rebel every turn.

I've added SOOOOO many more units and buildings. Kind of went on a rampage the last 5 days of testing/adding/testing/adding/removing/testing/editing/testing...

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*Capital City Buildings* 10% Completed. After Traits.

(Code of Laws) Level 0: The Slave Code - Reduce the chance of a Slave Rebel being spawned by 5% in the Capital. +1 Gold per turn.
(Mining) Level 1: War Captives - Slave charges spent in a City Center boost production by 10% this turn.
(Bronze Working) Level 2: House Slaves - Slaves have +1 Charge Nationwide.
(Apprenticeship) Level 3: Freemen - Slave charges spent in a City Center double population growth this turn.
(Theology) Level 4: Manumission - Upgrade a Slave to a Builder for 100G in your Territory.
(Suffrage or Globalism) Level 5: Emancipation - All Slave Units are *obsolete*. Creating a Slave reduces Amenity Nationwide by -2 for 5 turns. Capturing a Slave unit gifts 40 Culture and it becomes a Builder Unit.


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Civilization's Slavery Traits: (UNDER CONSTRUCTION) this is currently being worked on

America: Slave charges used to create a farm, plantation, or pasture give 25 Gold and 10 Culture. Slave Trader spawns an additional Slave whenever defeating a City State unit.
Arabia: Each Slave Trader gives 10 Gold when a Slave uses a charge at a Commercial or Harbor district.
Aztec: Slave Master is 25% cheaper. Slave charges can be used at a Holy District to create 100 Faith, 25 Culture, and a temporary +1 nationwide Amenity bonus.
Brazil: Slave Trader costs 25% more. Slave Trader increases the chance to create a Slave by 5%. Creating Slaves on another Continent gift 25 Gold.
China: Slaves gift 50 Culture whenever they create the Great Wall Improvement. Upgrade a Builder to become 3 Slave Units.
England: Slave Trader is 25% cheaper. Slave charges can be used to rush Naval Unit production by +20% at the Harbor District.
Egypt: Slaves have +1 Charge. Slave gives a +10% production bonus when used at a city center.
France: Slave Trader heals all adjacent units within 1 tile by 10 every turn. Slave Charges used at a Campus District give 10 Research Points and 25 Gold.
Germany: UNKNOWN AT THIS POINT
Greece: Slaves heal all adjacent Combat Units by 25 whenever they use a charge. Slave Charges used at a Theater District give 40 Culture and 10 Gold.
India: Slave Master costs 25% more. Upgrade a Slave to a Builder for 100G in any City Center.
Japan: Slave charges used to improve a Rice, Fish, or Wheat resource give a 25 Food Boost. Defeating a Slave Rebel gives 25 Gold.
Kongo: Slave Master can upgrade to Slave Trader(Slave Hunter) for free. Gain 50G whenever a Slave is created in your Territory.
Rome: Slave Master creates 2 Slave Units whenever it clears a Barbarian Camp. Attached Combat Units gain +5 Combat Damage against Barbarians and Rebels.
Russia: UNKNOWN AT THIS POINT
Sumer: Reduces the chance of a Slave creating a Slave Rebel Unit by 5%. Attached Combat Units gain a +20% chance to create a Slave Unit within 1 tile of a Ziggaurat.
Norway: Slave Master's have a +25% chance to get a Slave when Pillaging Improvements. 25% chance when Pillaging a trade route to gain a Slave. Long-ship heals for 30 and gains +1 movement this turn if a Slave uses a charge adjacent to it.
Scythia: Slave can become a Warrior when a charge is used at an Encampment. Gain 3 Slaves if you Capture a City or 1 Slave for every population of a City you Raze.
Spain: Slave Trader has a 25% Chance to spawn an additional Slave on another Continent.


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Civ Unique Slave Buildings and Abilities: (IN QUE) this will be completed after buildings/traits

*Rome- Unique Building/Unit: Flavian Amphitheatre (Requires Games and Recreation) Arena is replaced by the Flavian Amphitheater - Slave Charges create a 'Gladiator' Combat Unit.
*Rome- Unique Ability: Lanista (Requires Games and Recreation) Replaces 'War-Captives' for 'Lanista'- Slave charges used at an Entertainment District give 25Gold and +1 Amenity for 10 turns. -2% chance for Slave Rebels to spawn nationwide.
*Japan- Unique Building: Geiko (Requires Games and Recreation) Parlor House is replaced by the Geiko - +1 Amenity, +2 Gold, +3 Culture, -10% Chance of Successful Espionage by Enemy Spies in this City. +1 Amenity from Incense, Perfume, and Cosmetics.
*Greece- Unique Ability: Pornoboskos (Requires Commerce) Replaces 'House Slaves' for 'Pornoboskos'- Slave charges used at a Harbor District create +2 Gold to any Trade Route to and from this city for 10 turns.
*Aztec- Unique Building: Sacrificial Shrine (Requires a founded Pantheon) Shrine is replaced by the Sacrificial Shrine - Whenever a Slave has used it's last Charge at a Holy Site or City Center, you gain a Missionary.
*Aztec- Unique Ability: Blood Rite (Requires a founded Pantheon) Replaced 'Freemen' for ' Blood Rite' - Slave Charges used at a Holy District or City Center increase Food, Production, Faith, and Culture by 10% this turn.
*Egypt- Unique Ability: Mummification (Requires a founded Pantheon) Replaces 'War-Captives' for 'Mummification' - Slave Charges used at a Holy district or City Center increase Culture and Faith by 15% this turn and give 10 Great Prophet Points.
*Norway- Unique Ability: Raid Bounty (Requires Commerce) Replaces 'War-Captives' for 'Raid Bounty'- +10% Chance to create a Slave by Pillaging Improvements.
*Kongo- Slave Hunter 50% cheaper and quicker to produce. Trade Routes give +1 Gold for every Slave Hunter you control.


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Other side tech additions: (LAST IN QUE) Completed after everything else

Auxiliary Regiment (Requires Military Tradition): Encampment District spawn an 'Auxiliary' Unit whenever a trade route with a city state has been completed. Auxiliary- 2 Movement, 35 Strength, Anti-Calvary Promotion Tree
Tribal Diplomacy (Requires Code of Laws) City States will gift you 1 Slave whenever you meet it for the first time.
Mercenaries (Requires Mercenaries) You can hire an 'Auxiliary' from a City State by paying them 200G.

Thinking of Adding the Slave Hunter as an optional Unit for anyone to purchase after building a Slave Market. Not sure yet. Lots of ideas!

ALL SLAVE UNITS AND BUILDINGS BECOME OBSOLETE AT SUFFRAGE AND/OR GLOBALIZATION!!!

HERE IS A TASTE!
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Wow, this sounds really comprehensive and interesting. I'm not a civ modder, so I can't contribute, but I'll be sure to keep an eye on this project.
 
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Sounds really interesting. Is it possible to give negative amenities for using slaves, or at least slave buildings?
 
Sounds really interesting. Is it possible to give negative amenities for using slaves, or at least slave buildings?

Yes! After certain technologies are researched, Slave give negative -1 Amenities for 10 turns whenever one is created. This can stack up fast if you ignore the penalty. I tested it and within 10 turns (created a slave every turn) all of my cities were in open revolt and spawning Slave Rebels/Barbarians.

The biggest thing is the 10% chance a Slave will create a Slave Rebel whenever a charge is used. This adds a realistic flavour to the game. This percentage is reduced by having certain buildings, etc.

Some buildings (Slave Den, Slave Market, etc) just add 2% chance EVERY TURN to spawn a Slave Rebel. This can stack up the more Slavery related buildings you have. But this can be reduced again by having the Capital Specific 'The Slave Code' (Which acts like a building that has upgrades as the ages go on)

Slavery is, in my opinion... one of the most important factors in history that is completed ignored in most Civ games (Except for Civ 3 and Call to Power 1 and 2)


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STAY TUNED! I've been testing a lot of the added elements the last few days :) Lots of good stuff incoming!!!!!!!!

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12/5/16 I'll be putting up a pre-alpha version TONIGHT!
 
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Wonder if it is also possible to add diplomacy/relationship modifiers when you have/use slave units.

Seems to me, particularly as one goes to modern era, it should hurt your reputation among other civs (especially those with more advanced civics...)
 
Wonder if it is also possible to add diplomacy/relationship modifiers when you have/use slave units.

Seems to me, particularly as one goes to modern era, it should hurt your reputation among other civs (especially those with more advanced civics...)

Certainly,

Keep in mind, that this MOD is pre-alpha. Which means you guys are the real testers for the next patch, which will be the Alpha release. Alpha will include a 'building tree' that is really just a separate and short type of tech/civics tree only build-able in the capital. Moving up on this tree effects how Slavery works in your empire. I felt it necessary to make a type of Slave Code that works with the tech/civics tree that is also separate from policies.

Slavery Units (Slave, Master, Hunter, Catcher) will become obsolete when Suffrage is researched as well.


Is there anyway to make this mod compatible with horems additional buildings mod?

It should be compatible. This mod does not replace any existing buildings in the game.

PLEASE POST FUTURE QUESTIONS/COMMENTS

HERE
 
The game wont start with your mod and additional buildings mod I looked at both and only thing I can think of is u both have couple buildings called the same thing would that b it?
 
The game wont start with your mod and additional buildings mod I looked at both and only thing I can think of is u both have couple buildings called the same thing would that b it?

Ah, that might be it. I'm about to troubleshoot it now. If it comes down to there being a few similar building names, I'll just edit the file names which would take an hour.

My aim is to make this MOD compatible with most mods on here. I'll be working on a fix.
 
The game wont start with your mod and additional buildings mod I looked at both and only thing I can think of is u both have couple buildings called the same thing would that b it?

See the update! It's now 100% compatible!!!!!

Enjoy the update here!
 
looks like a match made in heaven for my Confederate Civ Mod :) I'll be sure to try it out.
 
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