I ran into the same problem and have been thinking about it lately and figured I should have let some of them wait as I didn't end up having enough room or time to train them before being forced to sell them. I could have left the girl on the lawn in Stokke Hills, the sex slave Watery Eyes, Talika and the Valkyria until I was better able to train them.
Paradoxically, I think a way to "fix" this would be to increase presence of capturable low-value slaves (procgen would need expansion, though), and gate the uniques/more valuable ones behind higher skill requirements to access them (be nice if you events/quests had procgen slaves as postential rewards from time to time).Yeah my plan for now is to NOT capture any of the unique randoms other than Mae for an extended period of time.
Some bandit matress would either require intensive training (beyond capacity of early game), or either immediate sale or quick-and-dirty hard approach to Willpower decrease to make some extra bucks. If they aren't unusual in frequency of occurence, the player would have limited reason to "hog" such encounters for when they can address the training, even disregarding the differentiation in quality from other sources.
Combat capture of "free" characters should come with massive penalty to all appropriate stats (but their skills/attribs should be also appropriately higher), and Anger should reflect it - again, making it a choice of either quick-sale, hard-bondage breaking, or much greater investment of time and possibly money to produce contributing household addition than slaves you can buy from the market.
Characters like Valkyrie or Talika should be even more difficult to accustom to their new role.
Basically "punk" and "liberated" sex slaves for quick cash (100-200 on instasale at best). Bandits for hard-to-break higher value potential. Unique characters and one-off or very rare capture events for top potential (again, with increasing difficulty to bring it into usability).
But if all but the last are resonably frequent possibilities, it would take away from the disappointment of "missing out" on high quality slave from a player running into them too soon to benefit from such a capture.
Then again, the training room already has a cage planned. Maybe we could use that to drop the "can't handle yet" slave or two into. Add some options for how lenient you are in their care, tie them to possibility of attribute/stat loss. Maybe require a job assignment as caretaker, as well - it's not like you can't get some low-value slave obedient enough to do it. Though lower affection and obedience from the assigned slave might increase the odds of successful "escape" of the caged one...
Anyway, tl;dr: Agree that the procgen slaves, and higher number of uniques, makes early game a juggling of "do I want to do this right now?" that does not help with smooth gameplay. As much as I appreciate that this became an issue in the first place.
Doubly detrimental in case of unique slaves, since it's a direct loss of gameplay experience to sell any of them.
Might be WIP - a quick glance at the code showed a dialogue where Aimee declares her willingness to be indebted to the MC when Dakota is snatched (not sure if you need "not nice" approach or whatnot), but I couldn't spot any follow-up to that.does anybody know how to rise Aimees Corruption?
I got Dakota as Slave and invested quite a lot of Bucks in Aimees Goods but only the affection of Aimee is rising a bit.
If you take Dakota into your household she has some lines about missing Aimee, but I couldn't see any events involving either as a follow-up there, either.
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