Preface: slaves are obtained from war loot, demoting POPs and growing POPs.
Observation: in ancient times slaves were traded (1), but now the player cannot sell, buy or trade slaves.
Suggestion:
Implement the slave market with two options:
OPTION 1: SLAVE MARKET MATCHMAKING:
forum.paradoxplaza.com
Or we can implement the salve market in a completely different way:
OPTION 2: SLAVE TRADE
In this option, slave become a commodity or good and any province can trade their slaves or import slaves:
forum.paradoxplaza.com
(1) References on slave trade in ancient times:
https://www.ancient.eu/article/629/slavery-in-the-roman-world/
https://www.histclo.com/act/work/slave/anc/sa-spe.html
http://romanslavery.weebly.com/the-slave-market.html
Observation: in ancient times slaves were traded (1), but now the player cannot sell, buy or trade slaves.
Suggestion:
Implement the slave market with two options:
OPTION 1: SLAVE MARKET MATCHMAKING:
- Player can trade slaves in the POP window of each terrain. Instead of moving it will allow selling or buying. The transaction will not be immediate, as the slaves are brought/fetch from the slave market and price cleared.
- Price will be affected by availability. At the end of the month, the number of available slaves will be subtracted from the demanded slaves. And then will set the sell/buy price according to:
- Base sell/price shall take into account the transport and other costs related to handle the slave's trade. I will put this price at X/POP.
- If number of available slaves > demanded slaves this month, then sell price for the player nation is 1.2 * X, and buy price is 1.5 * X. Slave traders take a cut of 0.3 * X/POP. The surplus of slaves is saved by the slave traders for next month
- If number of available slaves <= demanded slaves this month, the slave traders will use the surplus of previous months to try to match demand with supply. If possible then sell price for the player nation is 1.5 * X, and buy price is 3 * X. Slave traders take a cut of 1.5 * X/POP. If it is not possible to match demand with supply numbers, if the player is a buyer, a message will tell that it is not possible to trade the slaves required for province X, Y, Z, etc...

Game of POPs
IMHO POP’s must play a pivotal role in the game. To enhance their role in the game, they have to interact more with the player. Here are a set of reforms to improve the Game of POPs: Social Mobility Civilization/Development Level Tribesmen...
Or we can implement the salve market in a completely different way:
OPTION 2: SLAVE TRADE
In this option, slave become a commodity or good and any province can trade their slaves or import slaves:
- Importing slaves will make happy noble class and will increase the number of slave POP’s in the province for X POPs/ every Y month. The slave POPs created from the slave trade will be assigned to one territory on the province each time. A surplus of slaves in the capital will increase the slave revolt probability.
- Exporting slaves will make decrease the number of slave POP’s in the province by X POP/ every Y month. The slave POPs reduced from the slave trade will be subtracted from the existing slave POPs. If there are no slaves in the Province, the trade is lost.

Goods Auctions
Problem: I am finding increasingly hard to trade the goods I need for my provinces. Cause: I cannot choose internal production (I hope we can on the future) and when a foreign good surplus is put on the market then first-come, first-served...
(1) References on slave trade in ancient times:
https://www.ancient.eu/article/629/slavery-in-the-roman-world/
https://www.histclo.com/act/work/slave/anc/sa-spe.html
http://romanslavery.weebly.com/the-slave-market.html
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