RimWorld

RimWorld

Witch ~ Jul 18, 2023 @ 6:10am
2
Slaves are useless
They're moody as hecc

you cant lock them up

they do whatever they want

even if you limit their area they still go whereever they want once the breakdown hits.

Whats the point?
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Showing 1-15 of 43 comments
Tam Jul 18, 2023 @ 6:16am 
Slaves are cool.
They do not need recreation (saves their work time) and barely have mood problems due to slave expectations.
Wantoomany Jul 18, 2023 @ 6:24am 
Slaves can also do some work types forbidden by traits. Incapable of dumb labor? Think again sunshine!
Witch ~ Jul 18, 2023 @ 6:46am 
Originally posted by Tamm:
Slaves are cool.
They do not need recreation (saves their work time) and barely have mood problems due to slave expectations.
mine have lots of mood problems for some reason :(
Tam Jul 18, 2023 @ 7:20am 
Originally posted by Witch ~:
Originally posted by Tamm:
Slaves are cool.
They do not need recreation (saves their work time) and barely have mood problems due to slave expectations.
mine have lots of mood problems for some reason :(

Is your game modded ?
Vanilla slaves have way higher mood due to slave expectations.
Garatgh Deloi Jul 18, 2023 @ 7:24am 
Originally posted by Witch ~:
...

They have a huge mood buff (slave expectations) when compared to normal pawns and do not need any recreation (Their schedule should just be sleep and work). Throw in a Circadian half-cycler and you can create a pawn that works almost 24/7 (Still need to eat, but that can be reduced with a good stomach).

Assuming i'm going for a slaver colony theme. I tend to throw people i don't want to recruit into the mines as slaves (I like mountain maps, once you start deep drilling you can often find some underground steel inside the mountain as well). Who cares if i have to deal with a weak slave rebellion every couple of years, the produce is well worth it.

I also couldn't care less if some of them dies (other then perhaps feeling bad for the loss of any bionics added).
Last edited by Garatgh Deloi; Jul 18, 2023 @ 7:28am
XelNigma Jul 18, 2023 @ 8:02am 
Slaves have always been more hassle than worth. They revolt way too often.
If you try to beat them while they are wondering in a daze they fight back, a slave shount dare to hit back when being assaulted unless it's part of a break.

A few changes I would make if I knew how to mod/code.
Slaves don't defend them selves from colonists when attacked.
Revolt chances for having a path to the edge of the map should be greatly reduces or removed.
If a slave escapes you get a mission to form a possy and track them down.
Hell, even a loyalty bar, this way you could have a slave army or slave guards with weapons.

But as of now, slaves are a hassle but at least your doctor gets lots of opportunities to mend punches and bites.
Veylox Jul 18, 2023 @ 8:10am 
I've never used them frankly
Grimwulf Jul 18, 2023 @ 8:35am 
Most of the time, my colonies have more slaves than actual colonists. As a rule of thumb, if a prisoner has zero combat capability - I don't need them as a colonist, they go straight to the mines. Most of the slaves will eventually be sold / sacrificed in combat / harvested for organs in case they lose their limbs. Exceptionally good miners, planters, cooks and construction workers will be enhanced with bionics and work forever.

If you're struggling with slave moods, you must be doing something very wrong. It takes actual dedication to force a slave into a mental break in this game.

When it comes to supressing, it's rather trivial. Make dedicated slave outfits (everyone wears collars and forbid fancy clothing); never give your slave a weapon; have separate weapon storage so that slaves don't see weapons too often; slap skullspikes here and there (or terror statues, or whatever your ideology allows). Then your warden will only have to supress them once in 3-4 days, and they will rebel at worst once a year or two.

When they rebel, aim for the legs when beating them into submission, or use beanbag rounds. Nothing worse than having a good slave lose their limbs, or dying to a blunt head trauma from a 20 melee brawler.
Tam Jul 18, 2023 @ 8:42am 
Originally posted by XelNigma:
Slaves have always been more hassle than worth. They revolt way too often.
If you try to beat them while they are wondering in a daze they fight back, a slave shount dare to hit back when being assaulted unless it's part of a break.

A few changes I would make if I knew how to mod/code.
Slaves don't defend them selves from colonists when attacked.
Revolt chances for having a path to the edge of the map should be greatly reduces or removed.
If a slave escapes you get a mission to form a possy and track them down.
Hell, even a loyalty bar, this way you could have a slave army or slave guards with weapons.

But as of now, slaves are a hassle but at least your doctor gets lots of opportunities to mend punches and bites.

100% supression is aboutr 5-7 years rebellion
whatamidoing Jul 18, 2023 @ 9:10am 
I don't really see the point when you can just recruit people, either. Better than being slaver scum.
Astasia Jul 18, 2023 @ 10:04am 
Slavery is ideal for bad pawns with mood issues, bad traits or incapabilties. Being a slave overrides a number of trait mechanics, has large mood bonuses to counter mood issues, and as mentioned forces the pawn to do work types they normally wouldn't because of their backgrounds. Personally, I just don't recruit or deal with such pawns to being with, I don't really care to deal with slavery mechanics, but it is generally worthwhile. Slaves also only count as 0.75 pawns in terms of threat scaling, so if you want extra labor without making the game quite as difficult as it would be with an extra colonist, there's another benefit.
MadArtillery Jul 18, 2023 @ 10:09am 
If anything I'm kicking myself more for having never used the mechanic before now. Really fast way to get someone working and they tend to be more efficient about some tasks due to lack of recreation. Great for tree keeping. Give them a really nice bed and have enough beauty around and they tend to be pretty easy to keep happy. Dinurnal sleep schedule helps keep the comfort up. Only problem is they are garenteed to revolt eventually, even if it's really far off and my people have a bad habit of killing people unnecessarily, but thats offset by it being so fast it won't run into a prison break.
Last edited by MadArtillery; Jul 18, 2023 @ 10:09am
SkunkPlaysGames Jul 18, 2023 @ 10:09am 
Bad take. Slaves catch rockets.
Endgunner Jul 18, 2023 @ 10:30am 
I just use mechs for labor. Cleaner mech (Roomba) is the GOAT.
Marcowarrio Jul 18, 2023 @ 11:31am 
Originally posted by Witch ~:
They're moody as hecc

you cant lock them up

they do whatever they want

even if you limit their area they still go whereever they want once the breakdown hits.

Whats the point?
"slavery is gay because it means owning another man"-Abraham Lincoln
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Date Posted: Jul 18, 2023 @ 6:10am
Posts: 43