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[mod] Carnalitas Slavery Reimagined


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Posted

Hello! Have you ever considered introducing a new game resource, slaves, into the mod?
If the player decides to become a slave owner or enslaver. This resource could be required to maintain a slave market, other buildings, or an army of MAA consisting of slaves. This resource could be obtained in battles, raids on settlements and a special building - Slave hunters. There could be a position at court - Senior Slave Hunter.

Posted

Thank you for the update.

1. Will CLR be the next mod to update the house relation impact? Currently, if my character rapes a prisoner and threatens her to keep it secret, sometimes when the prisoner gets pregnant, the house relation between my character and the prisoner's spouse worsens, just like in usual extramarital affairs. However, the house relation with the prisoner's own house does not change. This makes sense in the context that her house doesn't believe her because she didn't cry for help initially. If my character does not issue a threat at the beginning, the house relations do not change with either house.
2. If my character imprisons someone for over a year, rapes her, and threatens her, and she later gets pregnant and gives birth, the child belongs to her spouse's house. I don't think this is suitable, as imprisonment for over a year means the child cannot possibly be her spouse's. The child should be considered a bastard, and the prisoner should be labeled an adulterer if the secret hasn't been revealed.

I don’t know if it’s suitable to add house relation impact to interaction rape, maybe it’s too much because it can be trigger many times on one person. However there is already one situation described above with the impact. And maybe checking the duration of imprisonment is too complicated.

Summary:

· Imprisoned under one year, raped with threat:
  · House relations do not change.
  · Child belongs to the prisoner's spouse's house.
  · After the secret is revealed: House relation changes with the prisoner's spouse's house. The child gains the "Disputed Heritage" trait, and the prisoner gains the "Adulterer" trait.
· Imprisoned over one year, raped with threat:
  · House relations do not change.
  · The prisoner gains the "Adulterer" trait upon pregnancy.
  · Child with the "Bastard" trait belongs to the prisoner's own house.
  · After the secret is revealed: House relation changes with the prisoner's spouse's house.
· Imprisoned, raped without threat:
  · House relations change with both houses.
  · Child with the "Bastard" trait belongs to my character's house.

Posted

For some reason the "buy foreign slaves" event isn't changeable for me in the game rules and set to "Never." I tried just loading up a modlist with Carnalitas and CSR and it still didn't work, so it isn't a overwrite issue

Posted

Hi,  Big fan of this mod.  Some issues I'm seeing since the last update that might be related to this mod.

1. Slaves leave assigned positions when something happens to a relative.  This has been ongoing, the new thing I noticed is that they have relocated to the location of that relative.  Still my slave, but far away.

2. I just had a slave inherit the kingdom of Norway...shouldn't be possible?  Freed of course.  I think I remember this happening once before, not sure why it happens occassionally.

Posted

Hey, I have a problem with the adventurer mechanics. When I try to buy or sell slaves in a holding as an adventurer its always greyed out and it says "There is no slave market in this holding". I tested it with the gamerule where the only requirement for a market was that it isn't a temple holding and it still didn't work. Am I missing something?

  • 2 weeks later...
Posted

I just released version 0.11.0 of the CSR AGOT Compatibility mod, see file. This version is compatible with the latest AGOT version 0.4.26. Use it with the updated version of Carnalitas AGOT Compatibility I also just released. For more information, see the description and change notes.

 

The changes in AGOT 0.4.26 have been pretty disruptive, so updating to this new version is strongly recommended.

Posted
On 1/24/2026 at 10:32 PM, Redhawk1111 said:

Hello! Have you ever considered introducing a new game resource, slaves, into the mod?
If the player decides to become a slave owner or enslaver. This resource could be required to maintain a slave market, other buildings, or an army of MAA consisting of slaves. This resource could be obtained in battles, raids on settlements and a special building - Slave hunters. There could be a position at court - Senior Slave Hunter.

 

Thanks for the suggestion. Sounds interesting, but I will probably not add such a complex mechanic to an already complex mod. Also, I don't think representing slaves as resources is appropriate for the historical period, and I find slaves being people much more interesting. In future versions I play to focus on flavor and roleplay (events, schemes, tasks, etc.).

Posted
On 1/29/2026 at 8:44 AM, wwkk214222208 said:

Currently, this mod has a bug that prevents the correct granting of titles when appointing members to the Chinese cabinet.

 

Thanks for the feedback, but I would need more details to do anything. What bug is that? Could you provide a description and some screenshots perhaps? 

Posted (edited)
On 2/4/2026 at 12:35 AM, ptwspurs21 said:

For some reason the "buy foreign slaves" event isn't changeable for me in the game rules and set to "Never." I tried just loading up a modlist with Carnalitas and CSR and it still didn't work, so it isn't a overwrite issue

 

Well, it's "Never" and the description says "Events never fire, but can be triggered via a decision instead." Please also see the "What's New" section, or the mod README here, or look at your decisions:

Decisions

  • Added Buy Foreign Slaves decision to trigger the Buy Foreign Slaves event, with a fixed cooldown of 3 years.
  • Deprecated the Buy Foreign Slaves Event Frequency for Players game rule and removed the automatic triggering of the above event.
Edited by pharaox
Posted
On 2/5/2026 at 3:05 PM, Gikov said:

Hi,  Big fan of this mod.  Some issues I'm seeing since the last update that might be related to this mod.

1. Slaves leave assigned positions when something happens to a relative.  This has been ongoing, the new thing I noticed is that they have relocated to the location of that relative.  Still my slave, but far away.

2. I just had a slave inherit the kingdom of Norway...shouldn't be possible?  Freed of course.  I think I remember this happening once before, not sure why it happens occassionally.

 

The CSR mod ensures that slaves can't leave your court, and can't inherit anything. The latter is ensured even with plain Carnalitas. I believe such issues are only possible if other mods are overwriting the same Carnalitas objects and doing it badly. For example, mods such as "Interracial Takeover" are known to cause similar issues.

Posted
On 2/6/2026 at 6:06 PM, HeinzM15 said:

Hey, I have a problem with the adventurer mechanics. When I try to buy or sell slaves in a holding as an adventurer its always greyed out and it says "There is no slave market in this holding". I tested it with the gamerule where the only requirement for a market was that it isn't a temple holding and it still didn't work. Am I missing something?

 

Hm, is this vanilla or AGOT? Slavery must also not be "always crime" for the county holder. In vanilla, with this game rule settings almost any holding should have a slave market, unless you are using a default slavery doctrine of "Criminal". In AGOT, since slavery is criminal almost everywhere, slave markets can only be found in some places in Essos.

 

If this doesn't solve it, can you reproduce it with just Carnalitas + CSR?

Posted
On 1/26/2026 at 4:38 PM, cienanosdesoledad said:

Thank you for the update.

1. Will CLR be the next mod to update the house relation impact?

 

Thanks for your feedback, will take a look at this when I get a chance. Yes, house relations with the victim's house should also change if the secret is revealed (not before).

Posted
On 2/15/2026 at 3:13 PM, pharaox said:

 

The CSR mod ensures that slaves can't leave your court, and can't inherit anything. The latter is ensured even with plain Carnalitas. I believe such issues are only possible if other mods are overwriting the same Carnalitas objects and doing it badly. For example, mods such as "Interracial Takeover" are known to cause similar issues.

Strange.  I don't use IT or any other mod like that.  I haven't changed anything significant recently either but if I figure it out I'll post it here.  I have no idea what could be doing it.

Posted

Hellow devs. My slaves keep disappearing out of thin air. Because of this, I'm forced to abandon your mod and switch to Wicked Debauchery instead. It happens frequently once the number of characters in the game gets higher. I'm not sure if this is the game's way of automatically optimizing performance, but it makes the slave feature completely unusable for me.

Posted (edited)
7 hours ago, Shays1233 said:

My slaves keep disappearing out of thin air.

 

There are no such "optimizations" in either Carnalitas or CSR. In CSR, there is a "sell-off" mechanic to ensure that the number of slaves sold by merchants is kept under control, and that all slaves have valid owners (either rulers or wandering "merchant" characters). It can't affect the player. In vanilla, the player is always a valid slave owner. In AGOT, there are rare cases where the player may not be a valid slave owner (e.g. Nightswatch is playable but can't own slaves), but then all ways to become a slave owner are also blocked. 

 

The behavior you are describing is most likely caused by other mods interfering with the same Carnalitas mechanics. For example, "Interracial Takeover" is known to cause such issues. I might be able to help if you share more details what exactly are you observing and what other Carnalitas-based mods you are using.

 

Edit: While reviewing the code, I noticed a rare case when the sell-off mechanic could affect the player if their character was a wandering merchant in the past. This is highly unlikely since players can't become wanderers, but could happen e.g. if you switched to a ruler who happened to have such background, or if you adopted such a character as your heir, or if your heir was a wanderer at some point and engaged in slave trade. Does this sound familiar? In any case, it will be fixed in the next version.

Edited by pharaox
Posted
On 2/23/2026 at 3:48 AM, Gikov said:

Strange.  I don't use IT or any other mod like that.  I haven't changed anything significant recently either but if I figure it out I'll post it here.  I have no idea what could be doing it.

 

Are you using other Carnalitas-based mods, and what? Can you reproduce it with just Carnalitas and CSR?

Posted
On 3/1/2026 at 4:51 AM, pharaox said:

 

Are you using other Carnalitas-based mods, and what? Can you reproduce it with just Carnalitas and CSR?

For Carnalitas based mods, I have historical slavery doctrines, mundi 2.6b, love_reimagined, and Carnalitas Dei detenetized.  I'll try to strip it down and test when I have some time.  Thanks.

Posted (edited)

Hello everyone, I just wanted to ask for some tips how to get rich as a slave trader? Which slaves are most valuable? Where to sell them for best prices? I'm playing as a landless adventurer and I can only sell one slave at a time (when visiting holding or selling to a landed ruler), which makes this activity somewhat tedious. Is there more options to sell slaves when playing as a ruler? Sell more slaves at once?

Edited by Zoltar
  • 2 weeks later...
Posted
On 3/2/2026 at 8:00 AM, Gikov said:

For Carnalitas based mods, I have historical slavery doctrines, mundi 2.6b, love_reimagined, and Carnalitas Dei detenetized.  I'll try to strip it down and test when I have some time.  Thanks.

ok, I stripped this down to just my carnalitas list, with slavery reimagined loaded last.  inheritance issue didn't manifest, but character still could go home when a relative died or got a title.  So something's off somewhere.  

Posted
On 3/5/2026 at 6:17 PM, Zoltar said:

Hello everyone, I just wanted to ask for some tips how to get rich as a slave trader? Which slaves are most valuable? Where to sell them for best prices? I'm playing as a landless adventurer and I can only sell one slave at a time (when visiting holding or selling to a landed ruler), which makes this activity somewhat tedious. Is there more options to sell slaves when playing as a ruler? Sell more slaves at once?

 

You can sell as many slaves as you like via the "Sell Slave" interaction, it's available for all rulers. For landless adventurers, it's available but restricted to a smaller range (similarly to other interactions). Also you can always visit the same holding for a second time to sell more slaves (assuming the trader still has gold to buy).

 

As for this being "tedious", the "Sell Slave" interaction is being limited to a single slave because this is what you can do with standard interactions, and "Visit Holding" is designed with parity with vanilla artifact selling in mind. I personally don't see this as a big issue, so I would rather not add complex custom UIs or event chains to address it.

 

Regarding "getting rich", the CSR mod is intentionally balanced in such a way that this is rather difficult. By design, trading slaves is more for roleplaying than making money. In fact, unless you stack multiple bonuses, you are more likely to lose than make money, since the player always sells at -33% "Profit Margin" malus. I am personally quite frustrated with the many ways you can get rich quickly in vanilla, and so slave trading is not yet another way for this.

 

But since you are asking, as a landless adventurer, what you want to do is:

 

* Select the "Slave Trader" slavery attitude

* Buy from Generous traders in Tribal holdings (or Generous Tribal rulers)

* Sell to Generous traders in non-Tribal holdings (or Generous non-Tribal rulers), after a successful haggle

* Buy / Sell higher value slaves (to get more money out of buying / selling a single slave).

 

Above "Tribal" means: Tribal, Nomadic, Wanua, or Herder. Basically, bid / ask prices are scaled by AI greed, and Tribal rulers trade at lower prices. Always doing the above is however quite difficult, so you would typically settle on some compromise in each particular case. You may also want to record the gold you paid for each slave, so you actively seek a better deal. You would typically succeed in making a few gold coins on most deals.

 

BTW, you could apply a similar strategy to buying and selling artifacts if you use my "Search & Trade Artifacts" mod.

 

See also Slave Prices in the README.

Posted
On 3/14/2026 at 12:08 AM, Gikov said:

ok, I stripped this down to just my carnalitas list, with slavery reimagined loaded last.  inheritance issue didn't manifest, but character still could go home when a relative died or got a title.  So something's off somewhere.  

 

OK, so basically what happens in this case is: the slave is still your courtier, but they are at a different location than your capital? CSR takes care for the slave to remain your courtier, but as of now doesn't move them to your capital.

 

I couldn't find the vanilla script that actually moves family members to their relative's court on title gain, it could also be hardcoded. In any case, it would be hard to prevent the courtier from being relocated, but it's possible to move them back to their owner's capital in such cases (unless they are traveling, imprisoned, or in an army). I will add this in the next CSR version.

 

Meanwhile, I would suggest that you try my Travelers mod. With this mod, courtiers (including slaves) won't relocate to a different location than their liege's capital unless they are "visiting" it. And if by any chance they find themselves in the wrong place, they will return within a year.

Posted (edited)
On 3/21/2026 at 9:04 AM, pharaox said:

 

You can sell as many slaves as you like via the "Sell Slave" interaction, it's available for all rulers. For landless adventurers, it's available but restricted to a smaller range (similarly to other interactions). Also you can always visit the same holding for a second time to sell more slaves (assuming the trader still has gold to buy).

 

As for this being "tedious", the "Sell Slave" interaction is being limited to a single slave because this is what you can do with standard interactions, and "Visit Holding" is designed with parity with vanilla artifact selling in mind. I personally don't see this as a big issue, so I would rather not add complex custom UIs or event chains to address it.

 

Regarding "getting rich", the CSR mod is intentionally balanced in such a way that this is rather difficult. By design, trading slaves is more for roleplaying than making money. In fact, unless you stack multiple bonuses, you are more likely to lose than make money, since the player always sells at -33% "Profit Margin" malus. I am personally quite frustrated with the many ways you can get rich quickly in vanilla, and so slave trading is not yet another way for this.

 

But since you are asking, as a landless adventurer, what you want to do is:

 

* Select the "Slave Trader" slavery attitude

* Buy from Generous traders in Tribal holdings (or Generous Tribal rulers)

* Sell to Generous traders in non-Tribal holdings (or Generous non-Tribal rulers), after a successful haggle

* Buy / Sell higher value slaves (to get more money out of buying / selling a single slave).

 

Above "Tribal" means: Tribal, Nomadic, Wanua, or Herder. Basically, bid / ask prices are scaled by AI greed, and Tribal rulers trade at lower prices. Always doing the above is however quite difficult, so you would typically settle on some compromise in each particular case. You may also want to record the gold you paid for each slave, so you actively seek a better deal. You would typically succeed in making a few gold coins on most deals.

 

BTW, you could apply a similar strategy to buying and selling artifacts if you use my "Search & Trade Artifacts" mod.

 

See also Slave Prices in the README.

 

Thanks for reply. Do you think it would be possible to make an optional submod that buffs slave trading profit for characters with the infamous slaver trait? Perhaps at the cost of some more debuffs to mantain balance? 

Edited by Zoltar
Posted (edited)

For some reason, my slaves are dying ("disappeared without trace") after a random period of time (3-4 months).
I can't figure out what might cause this.

 

Also, weirdly enough - they have trait:
"trait_former_slave_female"
and don't have "Slave" trait or something.

 

 

p.s. Thank you for your mod.

 

UPD: was conflicting with Physical Attributes Lite. After removing it from modlist seems to be working fine, but requires further testing.

Edited by tusyok07

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