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View Full Version : Slave Market - New Building



Kongamato
07-30-2003, 17:53
New building today, the Slave Market

Slave Market

Slaves are a necessary part of the economy and trade in them can be very profitable. Slaves are usually prisoners captured in battles or raids. Slaves will have some obvious value: youth, strength, a skill or just great beauty. They are sold on to a slave dealer at the nearest large town who takes them to Market and displays the wares to the public. Citizens may distrust the slave trader - "Would you buy a used slave from this man?" - and be suspicious that they are being cheated somehow, so usually laws protect buyers from purchasing defective slaves. Few laws exist to protect slaves from defective masters.

Brighdaasa
07-30-2003, 20:06
does this suggest that one would have the option of selling your captured opponents on a local slave market? i can't think of any other purpose for this building given this information

Spino
07-30-2003, 22:06
Quote[/b] ]does this suggest that one would have the option of selling your captured opponents on a local slave market? i can't think of any other purpose for this building given this information

I doubt it. I think the slave market simply provides an additional means of improving a city's economy and happiness. I imagine the income this building generates should improve when placed in a city with a busy port.

alman9898
07-31-2003, 00:25
Wouldn't be nice if CA provided some pictures for these buildings?

Oberiko
07-31-2003, 01:09
A slave market allows for more then just standard $/turn.

While it would certainly generate its own income like any other trading post, it would also give you more flexibility when dealing with P.O.W.s, rebels and civilians from sacked cities.

Sell them to slavery - Quick $
Kill them - Increase in dread (possible loss of happiness)
Release them - Opposite of kill them
Send them to ampitheatre - Temporary increase in happiness (rebels and P.O.W.s only)

RisingSun
07-31-2003, 01:57
I'd assume it would perfrm the same function as, say, a salt or silver mine does now. Peraps you can set up slave trade networks as a bonus to trade networks. And perhaps you can send POWs to be slaves, to give a temporary bonus to the buildings income.

frogbeastegg
07-31-2003, 09:34
Selling captives into slavery is definitely the Roman thing to do, so I think that’s the main use of the slave market. Perhaps the ability to ransom troops back to the enemy has been replaced with the slavery option? You would still get the cash but you wouldn't have to keep fighting the same army over and over. I think that the markets will require quite a build up (say level 3 castle) and will bring in a small amount per turn. Then, when you have a load of POWs, you can sell prisoners for some fast denarii. Selling POWs may decrease your relations with that faction, making it harder to get a treaty etc with them. Slaves could also lower the loyalty of a province for a few turns, after all it will take a while to fully subdue the slaves and they could revolt. The more slaves you sell, the more loyalty dips. I think that this would balance the slavery out because you wouldn't be able to sell vast quantities of slaves without needing huge armies to maintain order. Those armies would probably gobble up most of your slave gained cash, making the manoeuvre less profitable.

I love that bit about "Few laws exist to protect slaves from defective masters", it shows that RTW will still have a sense of humour

Leet Eriksson
08-01-2003, 21:23
Now if we can only turn slaves into soldiers....

also Samnites could be avilable from this building...me thinks...

Sjakihata
08-02-2003, 23:27
let us just hope spartacus doesnt find his way there http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif