Hello, great TheLopez!
As always, great work on the mods--I'm especially intrigued by the immigration mod right now, which I plan to download and try out. I've also been a fan of your specialist stacker mod and great specialists mod...
I am request true slavery that will include the slaver unit, the slave unit along with the slave worker and slave soldier, and the abolitionist unit. In addition, this mod calls for a slave specialist and the use of the immigrant unit.
The slaver unit should only be available under the slavery civic. It should be invisible to other civs and can travel to enemy or barbarian cities to capture new slaves. When adjacent to a city, the slaver can initiate a "slave capture" to steal one point of population and automatically spawn a unit like a settler/immigrant that you can manually add to any other city (including a friendly civ's city if he so desires for a fee), adding one population point. (Note that in CTP, one point of population was added to the mother city, though I believe that the great TheLopez can do better than that!) The chance of enslaving should be relatively small, as the slaver will continue to live until destroyed or disbanded. There should be a limit to the number of slavers as well.
A slaver unit should also be able to capture enemy settlers, workers, and even immigrants since the slaver can see immigrants regardless of civ. Any one of these captured units automatically turns it into a slave unit.
The immediate addition of the slave population is clear. First off, the slave population is of the source civ--that is, if you sent a slaver to capture slaves from Germany, the slave unit spawned is German. Thus, it will carry any religion and culture from the source city to the target city, and they will remain German until assimilated. But regardless of assimilation, until slavery is no longer a civic, that portion of the city's population will always be considered slave population, who may cause some unhappiness (especially so if another civ has the emancipation civic). Additionally, when the slave population reaches, say, one quarter of the native population, one point of unhappiness is incurred, getting worse as the proportion of slaves increases.
The slave unit essentially transforms into a slave specialist within the new city. This specialist adds extra production only (not counting the migration of culture). A successful revolt caused by slave specialists can either produce a barbarian state or a city of the source civ. The slave unit can also function as a worker or military unit through an upgrade--that is, slave workers and slave soldiers. The slave soldier should be of the lowest possible grade unit available to that civ (ala drafting under the nationalism civic)
The abolitionist unit is the only other unit, besides spies, that can see the slaver unit. The unit is available only under the emancipation civic. The abolitionist unt is capable to freeing slaves from a city, turning the slave specialist into an immigrant (who attempts to return to his native land) or into a part of the native population. The latter results in unhappiness for many more turns than the former. The abolitionist unit is also able to transform slave units, including slave workers and soldiers, into immigrants.
I think this will be a great mod and should be combined with the immigration mod, if possible.
Thanks for reading! You're the greatest.