Slaves
Population type

Slaves

#Slaves
Value: 0 pts

High gold output but severe civil unrest risks.

Description

Forced laborers bound by chains and domination. Slaves produce 5 Gold per tick (1.2x scaling) while consuming only 2 Food. However, they increase Mutiny by 30%, Protests by 20%, and Epidemic by 10%. Cannot be trained - obtained through conquest only.

📖 Full Encyclopedia Entry

The slaves are captives of war or victims of conquest, compelled to labor under harsh conditions. They build, mine, and toil without reward, accelerating development at great moral cost. While their presence grants short-term gains, reliance on slavery breeds unrest, rebellion, and decay within the empire. History remembers that no realm built on chains stands forever. Each Slave produces 5 Gold with a 1.2x ratio (highest efficiency), but dramatically increases civil unrest: +30% Mutiny, +20% Protests, +10% Epidemic.

Maintenance

💰

Periodic Costs

Consumed repeatedly over time

Resources
💎 Food 2

Production

Base output per tick (INTEGER values). Scaling ratios show growth per level.

💰 Gold 5 /tick (1.2x)

Effects

All values are RATIOS. +% = bonus, -% = penalty. Effects multiply other systems.

Event Probability

Modifies chance of city events occurring

Mutiny +30%
Protests +20%
Famine ±0%
Corruption ±0%
Epidemic +10%

Strategic Context

Advisory information only. Does not affect gameplay mechanics.

Role High-risk gold production from conquest
Relevance All Stages
Type Quantifiable

Advantages

  • + Produces 5 Gold per tick (highest base gold)
  • + 1.2x gold ratio (highest scaling)
  • + Low maintenance cost (2 Food)
  • + 0 population points (no capacity burden)
  • + No training cost - obtained through conquest

Disadvantages

  • - +30% Mutiny probability per worker (severe)
  • - +20% Protests probability per worker
  • - +10% Epidemic probability per worker
  • - Cannot be trained - conquest only
  • - Morally controversial (empire reputation)
  • - Event modifiers compound dangerously with quantity

Warnings

  • ! Event modifiers stack: 10 Slaves = 1.3^10 = 13.8x Mutiny risk!
  • ! ALWAYS pair Slaves with Priests to counter unrest
  • ! Medics essential to prevent Epidemic from Slave populations
  • ! Small numbers only - large Slave counts guarantee crises
  • ! Conquest-only: Cannot simply train more Slaves
🤝

Synergies

Priests: Counter Mutiny (-10%) and Protests (-15%)Medics: Counter Epidemic (-20%)Orcs: Already have -30% Mutiny (natural counter)NoDeaths: -50% Mutiny naturally mitigates Slave risk
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Countered By

Large Slave populations: Event risks compound multiplicativelyWinter season: +25% Mutiny compounds with Slave modifierNo Priests/Medics: Event risks become catastrophic
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Scaling

Each Slave produces 5 Gold (×1.2 ratio) and multiplies Mutiny by 1.3, Protests by 1.2, Epidemic by 1.1. Event modifiers compound exponentially with Slave count.