Once that's in, I'm going to need the community's help to generate a ton of actually good-looking ones. If I have those, I can use that as a training set instead of randomizing them, and the girls should look a lot better.
Slave Design: Might I suggest extending the body sculpting sliders for a start? Or perhaps a in-game technology that the player can research to allow for extended sliders? And not just for tits, dammit!
Time Lords: Also, for the chrono-chamber you could steal the double age stats from Rimworld. In that game they use chronological age vs biological age, which in that game reflects how long someone was in hypersleep but in this game could reflect the difference between who old a slave really is vs what you changed them into via the chrono-chamber. This could be useful because, if you ever feel like throwing in deeper skills & experience system for slaves you would then have a rationalization for how a slave that looks 20 has the knowledge of a 70 year old.
Gainful Employment: Finally, I recall in an older version of this game there was another facility besides the bar to generate tourist revenue. Shops or market or something? Not sure what became of that, but I'm thinking you could do two things in conjunction to diversify a bit. One, obviously, would be giving more types of tourist/resident commercial things (shopping, dining, movie theaters, etc) and then allow players to staff them with the slaves. Finally, add slave skills for these regular kinds of jobs that can improve over time & make those businesses run better. Example: Drink dispenser $1 when used, but a bar unit would generate $5 per customer - so long as you've got a spare slave to work it. Better yet, it generates $1 x slave bartending skill instead. Train them up and get better results. This also opens the door for even more training facilities, or at least a branched-out schooldesk that can teach job skills in addition to just base-line intelligence boosting.
More to Life that Fucking: I mention this because, honestly, right now past a certain point there really isn't an incentive to keeping a large supply of slaves other than eye-candy variety. But... if players could get more income by replacing the auto-vendors in their bar with flesh-and-blood slaves, well, that's different. Now we have
staffing needs that need to be addressed. Again, this goes back to Free Cities and other slave games where you needed things like maids, cooks, tavern wenches, etc. In other words, filling in all that empty space between the nameless hordes of "menial labor" and the player's personal harem. IMHO, the best way to look at it is like the world of Blade Runner; an alternate timeline where AI & robotics never really took off but genetic engineering did, so they use what is really just organic slave labor to do all the work that we, in the real world, build machines for. There is just
so much potential for slave work that doesn't always revolve around straight-up sex all the time. Heck, even a strip join could be thrown in (generates low revenue in itself but increases business at the brothel).
Reputation and Influence: Maybe I just haven't gotten far enough, but do these numbers actually do anything? I figured influence could be something that could spent like a currency to make certain things happen. For example, spend 1000 influence and get 50% off on a spire upgrade. Or perhaps influence could be used to shape a planet's development in lieu of cash for certain things.
Space combat: A very cool idea that has lots more potential. Strategy & tactics would be something that I hope could be added in at some point. Nothing fancy, just something like the warfare system that one version of Free Cities uses (all just text & numbers, I'm not asking to create an actual combat sim or anything crazy like that). This is another area where having trained slaves could be applied, alongside menials, as the commanders and crews of your fleet. Obviously drones would be exempt, but a starfighter might require a pilot. A destroyer might need a named slave for a captain and, say, 50 menials to crew it. This, of course, opens the door to leveling up captains to increase ship performance, as well as adding a sense of caution in because having a ship blown up can cost you some really good slaves as well. Oh, and instead of just a one-shot "repair upgrade" for the station we could assign both named & menial slaves as technicians to repair ships instead (named slaves can skill up and perform better, menials would be stuck at level 1 forever but are cheaper - in fact that could be done for pretty much
any job).
Research Labs: You've played Startopia, I don't need explain this.
The right person for the job: Use their current intelligence stat as a variable that influences how fast they can learn
other skills. So if you're playing for the long haul it may be better to spend time training up their basic brainpower first before trying to teach them specific job skills. Ah, but then why not just make an army of nerds? Because each job would have an ideal intelligence rating, and there could be such a thing as being too smart for a job. Sure, your girl working in the research lab would work best with a maxed intelligence, but having a 200IQ girl working as a janitor would only cause her to lose obedience over time due to frustration. This would also make lobotimization (or its replacement) something actually useful... at least sometimes.
Port Royale 2: Slaves can try to escape if their obedience is too low and they're not restrained via room devices. Ah, but a high fear rating would counter those chances. Now there might actually be an upside to being a sadistic jerk after all.
Sharing the love: Option to assign a named slave to an apartment as the owner's personal concubine. This could massively increase their rent based on the slaves sexual skills. An alternative to just packing a brothel for the general public and focusing more on your loyal subjects.
A piece of the action: Instead of "sell slave" being a single button, have an actual slave market room type where you can put them up for auction. Your head girl acts as auctioneer and her skills would effect the final sale price. Furniture could be an auction block, seller's stand, pens for lining up a sales queue, benches & chairs for buyers (the more people bidding the better, right?), advertising TVs to lure in customers to the seats, etc.
Anyone home?: QOL suggestion to add something to show when an apartment is being rented out, who lives there, and a "find resident" button to check up on them & how they're doing.
Covert Ops: Want a planet without going to war with a major power over it? Throw money, influence, and maybe even some combat trained slaves to start a revolution and turn it neutral. Then conquer it like normal afterward... but you'll need to get there before the enemy takes it back.
Land of the Free: A possible alternative to certain staffing problems, hire tourists for the position. They become a resident and grab apartment appropriate to their new income. Free staff wouldn't generate as much money while working (they gotta get paid after all) but it would create a more immersive way to justify having people living on your station (read: they have an actual job to pay the rent with). The other plus is that you won't have to worry about them being disobedient, trying to escape, rebelling, etc.
Vassalization: An of course, another idea from Free Cities that can be stolen is the option to appoint a devoted slave as the local governor of a planet that you control. Depending on theirs brains and skills, they'll have passive positive effects (basically boosting the planet's stats slowly over time without having to keep throwing money at it). Yet another good use for an overstocked slave pen.