Currently, the slavery civic is one of the first enacted in the game, and just kinda sits there and never goes away. Unless you deliberately avoid it, every society in Humankind has slaves, and it feels strange that there's no civic like the Irreligion one to potentially lock/get rid of it.
My idea would be to add a mid-late game civic to potentially end slavery, probably late Early Modern/early Industrial era to reflect the real world. My thought is that it would be unlocked on researching Nationhood, or just given as an option a couple turns after hitting the Industrial era. Was debating additional requirements like having a certain number of commons/garrisons, but it feels odd to require someone to have slaves in order to be able to ban them. A civic added to do this could be something like the following:
Abolition: How should our society deal with ending the ugliness of slavery?
*Emancipate: We must free those we wronged, make reparations, and aid those we oppressed in the process of making a more equitable society.
- Slaves civic is disabled and locked
- +25 Stability on all Cities
- Can gain Leverage on slaveholding empires by sending Envoys to their territories (if player has Together We Rule DLC)
*Obfuscate: Through clever legal and financial ruses, we can claim to have ended slavery on paper while leaving the actual condition of servitude unchanged.
- Slaves civic remains enabled
- +10% Food on Farmers Quarter
- +10% Industry on Makers Quarter
This would also add another strongly themed ideology to battle over in the Congress of Humankind, giving players more interesting gameplay. And the leverage from observation idea could be applied to the existing child employment civic as well, potentially.
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