Expanding the slave trade

Started by amul, May 06, 2015, 12:37:32 AM

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amul

I think it would be cool if there was a difference between purchased slaves and recruits.

Perhaps slaves show up wearing slave collars which force them to engage in Dumb Labor. The slave collars could be equipped in the weapon slot, because you shouldn't give slaves weapons, and taking them off "frees" the slave, possibly with a chance that they'll try to escape.

Ooh, and then you could create two new faction types, "Escaped Slaves" and "Slavers." You get faction adjustments to them when you buy or free slaves, and their combat goals are to capture people -- slaves to free or pawns to enslave.

Going down a darker path, certain character traits might open up the "Abuse Slave" Joy activity. Masochists would enjoy receiving such treatment.