RimWorld

RimWorld

106 ratings
Slaves Aren't People
   
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Mod, 1.3, 1.4
File Size
Posted
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448.935 KB
Dec 4, 2022 @ 12:39pm
Dec 9, 2022 @ 7:13pm
2 Change Notes ( view )

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Slaves Aren't People

Description
About

Alters the way slaves are counted for raid strength and wealth calculations. This makes it easier to have slave-focused colonies. Additionally, this mod makes it so the game treats colonists and slaves inside of biosculpting pods the same way it treats pawns inside a crytosleep casket.

Support me on [www.patreon.com]

Settings

Vanilla calculation for raid strength adds all the wealth together, then fits it to a curve to convert it into raid points. Then it takes all colonists and adds more points per colonist. Then it adds more points for all combat-capable animals. In vanilla slaves are treated as 70% normal colonist for these additional raid points, and 75% of a colonist for wealth.

Slaves are furniture:
Treat slaves as objects. Wealth from slaves is decreased to 50%, and slaves add no additional raid points. (Recommended for non-combat slaves)

Slaves are animals:
Treat slaves as combat-capable animals. Wealth from slaves is increased to 100%, and slaves add additional raid points based on 8% of their combat value. (Recommended for slave armies)

Slaves are prisoners:
Treat slaves as prisoners. Slaves have no effect on wealth or raid points.

Integration

Combat Readiness Check:
When used with CRC this mod will use the values in CRC’s settings for furniture wealth percent and animal combat percent. Additionally, this treats colony mechs as thrice as effective as animals. Any changes made to CRC’s settings require a game restart to effect this mod.

Prepare for Combat:
Replaces the above settings with sliders for slave wealth percent and slave raid point percent.
23 Comments
ashz0r May 5 @ 3:25am 
1.5 plz!!
去码头整点薯条 Apr 21 @ 9:30am 
1.5?
HolyRedEye Apr 16 @ 2:18pm 
1.5??
mdungria Apr 12 @ 11:05am 
Any plans on updating this awesome mod? :)
MrUregancho Jan 3 @ 7:41pm 
Apparently, this mod adds more startup time than Alpha Animals does. Odd. 4.5 seconds. Not a giant deal but its unusual.
King Zog Feb 21, 2023 @ 12:30pm 
Thanks, King.
enigman Feb 21, 2023 @ 10:19am 
@King Zog, You could try Combat Readiness Check (Continued) which would allow you to modify the values for your colonists. This mod addresses something that CRC Continued doesn't (the value of slaves.)
Excel.exe Feb 18, 2023 @ 1:49pm 
Incomprehensibly based
King Zog Feb 15, 2023 @ 6:28am 
could you please make a similar mod for colonists? i literally am a neanderthal tribe and because my colonists are worth a lot they keep sending 69 mech raids per second
Macropod Jan 31, 2023 @ 4:37am 
I'm sorry, but I don't quite understand how this is supposed to work. In the mod settings, you can select three items at once, or any two of the three. But shouldn't they be mutually exclusive?