The rebellion interval is based on mood, suppression, proximity of weapons, escape route, and the presence of colonists on the map, with a base interval of 45 days. Slaves will turn hostile and uncontrollable, and will try to find weapons to attack nearby colonists. Slaves will occasionally rebel, staging something similar to a prison break. Not only will this suppress the slave, it will give them a "harmed me" negative opinion about their attacker (even if the slave is a masochist), lowering the chances of a romance. If a slave and a non-slave are getting friendly with one another and there's a danger of them forming a relationship, you can have the non-slave temporarily drop their weapon and strike the slave. If you want both to be together, you need to make either both slaves or both colonists. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. Slaves can start relationships with any other slave or even another colonist. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes. Slaves can be created by reducing the will of a prisoner to zero, or by attempting to enslave a prisoner while benefiting from a recruitment inspiration. Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. Suffers a x0.85 multiplier to Global Work Speed which in turn reduces: Animal Gather Speed, Butchery Speed, Construction Speed, Cooking Speed, Deep Drilling Speed, General Labor Speed, Mechanoid Shredding Speed, Mining Speed, Plant Work Speed, Research Speed, Smelting Speed, Smoothing Speed.Slaves are also incapable of synthesizing Drugs (cooking Drugs is still possible). Slaves cannot request military aid, trade caravans, or persona core locations at a comms console, though noble slaves can change their heir. New incapabilities: cannot hunt, make art, research, trade, or warden.+1 Mood per slave for all colonists with the Slavery:Honorable precept in their ideoligion.Contribute only 75% of the value of a Colonist to Raid points.Significantly easier to enslave than recruit.Will never insult or social fight with non-slave pawns.Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.Slave specific expectations meaning higher base mood.Slaves are controllable, like normal colonists, but with unique mechanics and restrictions. Please note that it will not be present without the DLC enabled. This article relates to content added by Ideology (DLC). The former slave will get a +15 mood buff for 20 days due to being freed. Since there is no way to use a slave for anything besides trade in the base game, purchasing a slave will turn them into a regular pawn. Alternatively, you can stuff all of your pawns into cryptosleep caskets to be conveniently asleep during the massive mood debuff and have a psychopath trader sell as many slaves as possible. Slave traders only appear rarely, and then generally only stay for around two days, meaning that it will be hard making slavery a main source of profit for the colony unless you are burning through goodwill with your allies by requesting slaver caravans, or forming your own caravans to travel to villages to sell. One way of dealing with this is to avoid slavery altogether in the early game, and then sell only 1-2 slaves every day in the late game, when the mood penalties can be more easily offset by impressive bedrooms, high recreation and comfort needs, drugs, and/or fine or lavish meals. There is no other way to prevent the negative moodlet. Unless you have a colony of psychos, selling multiple slaves may bring down your colony by lowering the moods of pawns by large increments. Pawns will suffer a mood penalty of -3 for 4 days after the slave is sold, stacking up to five times, for −15 max. Slavery is a quick way to get decent amounts of money quickly.
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