Ok, don't forget upkeep and slave related calculations. Profits/salary are more of a free girls sort of thing.
That's the problem, right now slaves can earn the same amount of money, yet they don't need a salary. And it's illogical to force upon them high upkeeps. No matter how much money they might need to keep themselves in shape, free girls still need more becuase they do have a choice, thus they prefer better food, rooms, etc.
What we can do here:
- lack of motivation; if you don't pay anything to slaves, they will be much less interested in job (even if trained perfectly), and if you pay them about the same amount of money that you would pay a girl with the same stats, they will do their job as well as free ones;
- slower skills/stats progression; they may need more exp for leveling and/or max levels of stats may grow more slowly;
- hardcoded limitations in equipment; as we know, slaves are not allowed to fight, thus no weapons at very least, plus maybe neck slot should always be filled with a slave collar;
- responsibility before the law; if a free girl commits some crime (attacks a customer for example), your reputation might be damaged, but it's still her own problem; while slaves are your property, if they commit something, it will be only MC's fault from the point of view of the law;
- living rooms; while free girls live somewhere else (we could add an option to settle free characters with high disposition in MC house, but definitely not in brothels), slaves require enough free rooms;
- I'm sure I'll come up with more later.
Yeah, don't forget that traits are now applied completely differently (effects are not applied at game start but gradually, progressive as girl is leveling up).
Could you quote this part of code or specify the place? I forgot the details.
* Stots for traits is prolly an overkill, there aren't that many. In fact there we're even enough categories to split the file (your own opinion btw).
In fact I already have them in traits file as comments. I mean general ones, like appearance, mentality, origin, etc. BUT not enough to split the file at the same time.
The thing is that I'm not satisfied with traits system yet. While that old idea of (iirc) Matt with slots for traits is way too simple even for simpler games, the very concept of more strictly structured traits is interesting and useful for us.
I'll also add general race traits during it, and I believe race traits could actually use a separate slot in any case.
* We already have that? Do we not?
I believe we don't. Right now items are:
1) destructible or not; meaning that either they will dissappear after 1 use or will exist forever;
2) reusable or not; meaning that either one character can use them once or unlimited number of times.
No middle ground.