Slavery

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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

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

Slaves have 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

Suppression. Terror Authority. Effects of dusters, authoirty caps, slave collars, slave body straps, terror sculptures, skullspikes, having weapons nearby, the public execution ritual