Difference between revisions of "Slavery"
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=== Slave Rebellion === | === Slave Rebellion === | ||
− | Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map. | + | Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days. |
==== Suppression ==== | ==== Suppression ==== | ||
===== Terror ===== | ===== Terror ===== | ||
===== Authority ===== | ===== Authority ===== | ||
Effects of dusters, authoirty caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual | Effects of dusters, authoirty caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual |
Revision as of 17:30, 29 July 2021
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While slavery technically exists in the base game, the Ideology DLC significantly adds to the system, allowing them to work and perform tasks. Slaves in base game Rimworld can only be sold for profit, with no other use.
Core
Slavery is a quick way to get decent amounts of money quickly. Pawns will suffer a mood penalty of -5, stacking up to -25 for 3 days once slaves are sold. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments. There is no way to mitigate the negative moodlet. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take drugs and eat lavish meals, and avoiding slavery altogether in the early game. This has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. Alternatively, you can stuff all of your pawns into cryptosleep caskets or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colonywide) sell as many slaves as possible.
Ideology
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
Slaves are controllable, like normal colonists, but suffer a -15% penalty to Global Work Speed which in turn reduces: Animal Gather Speed, Butchery Speed, Construction Speed, Cooking Speed, Deep Drilling Speed, Drug Synthesis Speed, Entity Study Rate, General Labor Speed, Hacking Speed, Mechanoid Shredding Speed, Medical Operation Speed, Medical Tend Speed, Mining Speed, Plant Work Speed, Pruning Speed, Research Speed, Smelting Speed, Smoothing Speed
Acquiring Slaves
Slaves can be created by reducing the will of a prisoner to zero.
Slave Relationships
Slaves can start relationships with any other slave or even another colonist. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. If you want both to be together, you need to make either both slaves or both colonists.
Slave Rebellion
Slaves will occasionally rebel, staging something similar to a prison break. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. The rebellion interval is based on mood, suppression, proximity of weapons, and colonists present on the map, with a base interval of 45 days.
Suppression
Terror
Authority
Effects of dusters, authoirty caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual