Phantagonist’s Slavery and Emancipation

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Author: Phantagonist

Last revision: 15 Sep, 2024 at 22:39 UTC (1)

File size: 1.28 MB

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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.
Download
Required DLC:

These DLC should be installed in order to use this item.


Sid Meier's Civilizationu00ae VI: Rise and Fall
Sid Meier's Civilizationu00ae VI: Gathering Storm
Revisions:

Old revisions of this mod are available below. Click the link to download.