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Currah

Second Lieutenant
6 Badges
Sep 11, 2013
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I have messed around a bit with the new slavery mechanics and was wondering how slaves are usefull? When i went over the different council positions i noticed that The Master of Wisperers and the Healer can be a slave, and so i figured that It's usefull to try breeding and training slaves with high state intrigue and and Learning skills. However is there any point in training the marital and stewardship skills? As an example i trained a slave with 25 marital skill and who also was a Formiddable fighter. The best way to use him ,beside educate others, was to release him so he could become master-at-arms and lead troops.



To the creators of this Mod: awesome job, It's alot of fun to play around with
 
Yeah I've found that you can make a great deal of money by using them, particularly through declaring war and imprisoning an enemy's family from his capital and then enslaving them. You can then make them breed to produce more slaves and then begin selling them to gain gold. Naturally since you can make quite a bit of money off them which you can then use to reinvest in your holdings and strengthen your demense.

One other thing is that you can buy slave camp levels or declare slave raids on other nations to upgrade your slave camp level which will decrease the cost of and time required to build in your holdings at your capital whilst also providing a substantial increase to the number of light infantry that can be levied, albeit at increased revolt risk.

Plus you can also use the personal interaction feature to visit female slaves to try and impregnate them yourself. Should this succeed, you gain the ability to choose whether to legitimize them, recognize that they are your bastards, or leave them as slaves; each has different costs and benefits to them of course.

All around a pretty awesome feature and well balanced
 
Yeah I've found that you can make a great deal of money by using them, particularly through declaring war and imprisoning an enemy's family from his capital and then enslaving them. You can then make them breed to produce more slaves and then begin selling them to gain gold. Naturally since you can make quite a bit of money off them which you can then use to reinvest in your holdings and strengthen your demense.

One other thing is that you can buy slave camp levels or declare slave raids on other nations to upgrade your slave camp level which will decrease the cost of and time required to build in your holdings at your capital whilst also providing a substantial increase to the number of light infantry that can be levied, albeit at increased revolt risk.

Plus you can also use the personal interaction feature to visit female slaves to try and impregnate them yourself. Should this succeed, you gain the ability to choose whether to legitimize them, recognize that they are your bastards, or leave them as slaves; each has different costs and benefits to them of course.

All around a pretty awesome feature and well balanced
You can actually make a ridiculous amount of money selling them (albeit it's somewhat tedious), without needing to go to war ever. As ruler of a large realm, go to the known plots list (as a large ruler, there should be like a 100 of them active). You have just cause to imprison any of those plotters, and if they are unlanded, you can sell them with no tyranny from prison. Boom...zillions of free money, plenty to hire all the mercenaries or colonize all the ruins you want. As an added bonus, as long as you're selling them directly rather than owning them, I believe that you don't get the opinion penalties for being a slave owner.

As for actually using them for anything useful (other than maybe siring a few kids), that's less practical; as noted, the only council positions I've found to use them are the Master of Whispers (and since they have an automatic opinion penalty to you, I'd never trust them in that role) and Healer, and they don't seem to be able to lead armies either.