Had been released the .831 A3.3, that brings male slavery to the game. Some brief notes about it.
I have NOT played it yet. Just load an old save game with 6 male slaves to sell, and played a bit with it. some thoughts and conclusion...
My 6 slaves to sell and play are:
Bounty crap
Raider chief
Raider
Bandit
Freebooter
Ceilor Punk
As you can see, nothing fancy, no space marines, hulks or samurais. Just a run of the mill, another Tuesday at work collection. Well, the results are interesting, to say the least.
I made a normal, old style selling of the slaves. Result: 2870$ dollars. And then, I send them to the household and sell them via auction house. The same day, add to household and sell them . I made it 4 times with results going from 10.500 to 12.000, pretty consistent. And then, I keep them 6 days to see if the "cooling period" when you have a lowering in the auction base price applies to male slaves, and yes, it applies. I will advice to wait 4 days to sell any slave with a base price of 600+ (you can be missing an increase of 1000$ to the base price) or 6 days if you want to play safe .
There are a escape risk. The usual seems to be 5%, but In two runs I have made waiting 6 days, in both times one slave have tried to escape, so may be there are some hidden modifiers, or I have just been unlucky with the dice rolls. So keep some mercs on guard duty. The slave that have tried to scape usually tries again, so that´s why you have some jails for.
Keeping the slaves for the household would be of marginal utility. None of them it´s an useful combatant without a lengthy process. Some of them have a high HP count of 130, but none reach 40 in neither melee or ranged skill. The punk and the Bounty Crap are always Disc 10, so no use for the workshop. The other ones are slightly better that the run of the mill captured slave girl, with Disc 30 instead of 25, but you can not send them to the riding school so I´m not sure if they are worth in the long run.
Usually, I get one of some use in the pack. A workalcoholic with disc 60, a perfectionist with Disc 40, or some one with Int 60 that can make a nice foreman, or someone with Science or academic 45 that you can put to work as a lecturer and get some profit from him. You must keep an eye for hidden gems in the garbage can.
All in all, it´s a game changer. Just some thoughts from the top of my mind.
You will have a huge increase of income in the early stages of the game, when you have lot of red targets on the map, and this should change the way the gameplay it´s done.
The Manhunter trait when you are creating the MC it´s now a lot more potent. You get a ¿15?% of increase in the base price at the auction houses, and you are going to visit them a lot more.
Armand should be hired ASAP, the same day you get access to Emerald City. Hired and courted, with more attention and effort that any girl. You must put him at 60 of affection (not sure if friendly or amiable) in order to get a +10% increase in base prices. And now you are going to visit the auction houses a lot
And the Aesir Faction now, suddenly, seems not so wonderful. Before this, you get a nice increase in damage and a nice income from them just tossing 200-300$ slaves to them. Well, now you are getting the same, but suddenly this slaves are worth a lot more.