Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Phantagonist's Slavery and Emancipation
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Mar 4, 2022 @ 3:16am
Sep 15, 2024 @ 3:39pm
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Phantagonist's Slavery and Emancipation

Description
Inspired by Leugi's Slavery mod[forums.civfanatics.com] (Civ V) and Ketamine Enthusiast's Slavery mod (Civ VI), this mod adds Slavery and Emancipation to the game, utilizing game concepts of Rise and Fall and Gathering Storm.

Slavery

This mod adds the Slave unit into game. Each Slave unit has 3 build charges. Like Builders, they can build basic improvements, remove features and resources, etc. But they can also be consumed to speed up construction of Walls and pre-Modern districts. However, they receive -1 Movement penalty when away from cities and military units.

Slaves can be obtained by the following methods:

Capture Slaves in battle: Combat units can capture slaves in battle if the Warlord Throne is built in the Government Plaza, or adopting a Slave-capturing policy.

Sell your population as Slaves: This mod adds a new building, Auction Square, that provides 4 Gold per turn and allows slave trade in the city. Slaves can be purchased in any city with a Auction Square, at the cost of a small amount of Gold and the loss of 1 population. (Building an Auction Square also allows combat units within 9 tiles to capture slaves in battle)

Emancipation

After researching the Enlightenment civic, the city with Government Plaza can perform the Emancipation project at a whooping 1200 Production cost. After completing the project, Slaves can no longer be obtained. All existing Slave units are liberated and join your closest city as population.

In addition, Emancipation is the milestone of a civilization's open-mindedness: civilizations that spend 1200 Produciton to proclaim Emancipation gain a Diplomatic policy slot and +2 Diplomatic Victory points.

Policies

This mod adds 5 policies related to Slavery and Emancipation.

  • Slave Raid(Military): Melee, Anti-cavalry, Heavy Cavalry and Light Cavalry units can capture defeated enemy civilization combat units and convert them to Slaves. Unlocked at Early Empire.
  • Slave Dealers(Economic): +100% Production towards Auction Squares. Newly purchased Slaves gain 1 extra build charge. Unlocked at Recorded History.
  • Triangular Trade(Military): Melee, Anti-cavalry, Heavy Cavalry, Light Cavalry, Naval Melee and Naval Raider units can capture defeated enemy civilization combat units and convert them to Slaves. Slaves receive +2 Movement. Unlocked at Colonialism.
  • Scramble Auction(Economic): Newly purchased Slaves gain 3 extra build charges. Unlocked at Colonialism.
  • Abolitionism(Wildcard): +100% Production towards the Emancipation project. Unlocked at Enlightenment.

The original Triangular Trade economic policy is renamed "Intercontinental Trade".

This mod requires Gathering Storm & Rise and Fall.

Supports English, Simplified Chinese and Traditional Chinese.
UPDATE: Now supports German with H.Humpel's German translations for Civilization VI mods.

Notes
  • I would like to add a Historic Moment for the Emancipation project. If anyone know how to add custom Historic Event for completing a project in game, please let me know.
Popular Discussions View All (1)
0
Nov 19, 2022 @ 9:54am
Proposed Balance Suggestions.
Lucius, the Heavenly Dragon
73 Comments
Rabs Warren Apr 22 @ 1:04pm 
Just finished a long game with this mod, almost can't play without it now. A few things I noticed though:

- You can build the auction square even after emancipation
- Allowing slaves to be captured 9 tiles away with an auction square feels a bit op, maybe could be reduced to 6? Or maybe only allow a max amount in your empire? Or having an auction square creates -1 amenity?
- I don't think the AI will ever adopt the abolitionist policy or complete the emancipation project, or at least I didn't see them do it. Maybe it could be built automatically after the atomic era or something (although I know slaves are still used today).
- 100% chance of acquiring slaves also feels a bit op and maybe the chance could be reduced to 50-60%
- Would also be cool to see if it affected amenities or loyalty when recruited

Anyway, awesome mod I'm gonna keep using it
1454935198 Feb 1 @ 7:04am 
创意十足的模组,消耗人口获得3个改良设施。还能让ai的奴隶变为自己城市的人口。
缺点:
(1)击败敌军单位获取此单位,而不是破城奖励,这种体验太糟糕了,往往要反复争夺此单位。
(2)自己建造,体验同样很糟糕:移动力太差了,没有铺路、造堡垒的能力。
(3)建造者太强了,兼容性出色。
IronMike Oct 20, 2024 @ 3:52pm 
not working says enabled but nothing shows up
MeaninglessBird Sep 17, 2024 @ 8:07am 
Working again! Thanks for the update, keep up the good work
Doc_Furtado Sep 15, 2024 @ 6:28pm 
Good news, working well, tks
ZuryMcFlapjack Sep 15, 2024 @ 5:45pm 
Yeah the update broke my current game. You should post a link to a legacy version before 9/15/24 update
Doc_Furtado Sep 15, 2024 @ 4:16pm 
I will try and leave a post later, tks
Phantagonist  [author] Sep 15, 2024 @ 3:33pm 
Strange, it is working from my side. I have uploaded again, and will check about it once more within 24 hours.
Doc_Furtado Sep 15, 2024 @ 1:04pm 
Your mod is great, i had been use for years, but now, seens not working, please, check it, is a great mod, tks
MeaninglessBird Sep 15, 2024 @ 10:54am 
Hey, been enjoying the mod, but unfortunately it seems the new update is not working. Hopeful for an update, the mod adds a nice extra touch to the game's strategy