Now honestly I didn't really read every suggestion so I don't know if this has been suggested yet.
> Before anything how the developer(s) takes this or how they implement this if at all is up to them. TL;DR version at the very end.
#1 . I'm a person who likes to do things slowly and take it safe, which often meant in the later stages of the game meant that there's quite a number of vacancies or slaves with no critical job (Asides from more food and gold). So I've been thinking about how I could solve that. I've got this inspiration from watching someone play No Man's Sky. An expedition system that send slaves on a temporary job/quest/etc. could do the trick. Again how it's implemented is up to the Developer. But here's my 2 cents on it.
What it provides:
#1 Exp for selected party of slaves. Varying from the difficulty of the expedition and it's duration.
#2 Gold + Other possible loot/rewards
#3 Reputational boost?
#4 Pretty much anything. Whatever floats the boat.
#5 Possible new slaves(?)
What it requires:
#1 Time (Short 2D(ays) - Medium 5D - Long 7D - Epic 15D)
#2 Food + Supplies scaling up for how long they'll have to go. (Since they'll be gone for days)
#3 Optional extra supplies for better results.
#4 Slaves that're free from any important job.
Risks(?):
Certain Expeditions could have combat involved in them. Injuries should be expected.
Escape of a Unobedient/Disloyal slave
> More on extra supplies;
Got the idea from playing Darkest Dungeon for it's unforgiving gameplay, giving them extra food and supplies could increase the odds of success on an expedition.
Giving them Bandages lowers overall damage taken, Teleportation seal for faster travel time, Lockpick and/or torches for more possible loot. They'll have their own separate inventory and all that, if more loot is provided than they can carry any further ones will be discarded. In order to get more loot or pack them with more supplies Travelling bag is recommended.
#2 Clarify a certain vague job.
More clarity in how jobs' Gold gain is calculated in the game, and What exactly does cooking do? (Raise luxury? Lower food usage? Increase recovery? ???) Perhaps turn it into specialization?
Requirement:
Wit: 50+
Grade: Poor or above
Gold: 300-400
Effects: More health restored with Rest in eat (You know, better food from the cook. Boost the cooking occupation in the mansion. If it has any. What does it do again?)
#3 Maybe turn Nurse into a Specialization?
Extra recovery in mansion is nice but I don't know why it can't be one. I saw someone else suggest a trait(?) that made you recover health at end of each turn. Instead of trait I thought specialization would make more sense with the boost for occupation in the Mansion. Again how or if ever it's implemented is up to the Devs. Here's my view on it.
Requirement:
Wit: 65+
Grade: Commoner or above
Gold: Whatever 500
Stats: Magic affinity 3-4 or above
Maybe heal skill is needed.
Effects: The slave will heal others and themself at end of each turn of either static (5-10?) or dynamically (Based on their wit or magic affinity) while perhaps having efficacy boost their cast of heal and leeching strike.
Anyway I'm not exactly helping the development by rambling on about random shit, so feel free to disregard this post or delete it.
TL;DR:
#1 Maybe more stuff to do in later stages asides from the repeatable quests.
#2 More clarity on mansion occupations and how exactly jobs' give in gold, Formula if any.
#3-4 More Specializations?