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Workers and Slaves
IMPORTANT: This system has been disabled. To obtain slaves/workers for your city/council you will need to convince them to work for you. The difference between the both are slaves are cheaper but they work slower than workers. This also depends on where you wish to go roleplaying wise. For slaves: SUBDUE <mob> THREATEN|INTIMIDATE|DRAG SELL <mob> TO <slaver> For Workers: RECRUIT <mob> PROMISE|MOTIVATE|PRAISE DELIVER <mob> TO <trainer> The following is a list of commands to issue to your slaves/workers, you must have the Security privileges to do so: SLAVE/WORKER LIST SLAVE/WORKER AVAILABLE SLAVE/WORKER BUY <id> SLAVE/WORKER CONSTRUCT TRENCH|WARNEST|FENCE|BOMBFIELD|POISONFIELD [dir] SLAVE/WORKER DECONSTRUCT TRENCH|WARNEST|FENCE|BOMBFIELD|POISONFIELD [dir] SLAVE/WORKER DECONSTRUCT FORTIFICATION [dir] SLAVE/WORKER RESUPPLY BOMBFIELD|POISONFIELD To gather a report of their work: ASK WORKER/SLAVE REPORT Only workers/slaves that you have delivered are offered. Furthermore, newly delivered ones only become available for hire/purchase after one in-game month, as they need to be trained first. The slaves and workers don't require any further upkeep once obtained - they are rather vulnerable, though, so you may want to guard them while they work. A maximm of 10 slaves or workers can perform any work in a single room at a time. The following installations are available: Trench: 100 wood, 100 iron, 50 rope - When a squad attacks anything in the room, each mob takes 25% health damage. Trenches take some damage and eventually partially collapse and need to be repaired. Simply order the workers to construct them again when this happens. - Trenches also slow down player movement (just like rubble) - In Ithaqua, war nests are used instead of trenches. These are functionally identical. Fence: 100 wood, 150 stone, 50 stehl, 10 rope - Fences function as stone walls that block all directions - they will prevent all passage of squads and players alike - Fences are the reason why the "dismantle in direction" option exists, as most wall-bypassing movement options lose entourage Bombfield: 50 coal, 50 iron, 50 blackpowder - Whenever a squad passes through the room, there is a 10% chance per mob that it steps on a bomb and dies - No effect on players - Not visible in room description while active - The field has 40 bombs; afterwards it needs to be resupplied at the same commodity cost Poisonfield: 50 coal, 50 iron, 50 blackpowder - Whenever a squad passes through the room, there is a 25% chance per mob that it steps on a bomb and is significantly weakened, by cutting its attack strength and health in half - No effect on players - Not visible in room description while active - The field has 40 bombs; afterwards it needs to be resupplied at the same commodity cost