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{{Ideology}}
 
{{Ideology}}
{{Rewrite|reason=Previous major rewrite lost information re: raid points. Verify any other losses}}
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{{Rewrite|reason=Cleanup desperately needed}}
 
{{For|selling prisoners, which is also considered "slavery" |Prisoners}}
 
{{For|selling prisoners, which is also considered "slavery" |Prisoners}}
 
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.
 
'''Slavery''' in base game RimWorld is limited only to selling [[prisoner]]s for profit, with no other use. The [[Ideology DLC]] significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.
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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 [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will is usually much lower than their resistance (which would recruit them as a colonist).
 
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 [[Mental inspiration#Inspired recruitment|inspiration]]. A prisoner's starting will is usually much lower than their resistance (which would recruit them as a colonist).
  
== Summary ==
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==Summary==
 
Slaves are controllable pawns, much like a colonist. They have many functional differences but act just the same. Slaves are prone to [[#Slave rebellion|slave rebellions]].
 
Slaves are controllable pawns, much like a colonist. They have many functional differences but act just the same. Slaves are prone to [[#Slave rebellion|slave rebellions]].
 
Slaves contribute 75% of the [[raid points]] of an equivalent colonist.
 
  
 
=== Work ===
 
=== Work ===
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Slaves are unable to do the Warden, Art, or Research tasks. They are additionally unable to:
 
Slaves are unable to do the Warden, Art, or Research tasks. They are additionally unable to:
* Tasks that require a minimum [[Intellectual]] skill greater than 0 such as crafting [[Medicine]] as slaves are considered to have 0 skill regardless of their actual skill level prior to enslavement. Despite [[Drug Synthesis Speed]] scaling with Intellectual they are still capable of doing tasks that use this stat for scaling, albeit slowly.
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* Synthesize drugs that depend on the Intellectual skill, like [[flake]] or [[yayo]].  
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** Slaves can still ''cook'' drugs - valid drugs include [[beer]], [[psychite tea]], and [[smokeleaf joint]]s.
 
* Request caravans, military aid, or persona core location via [[comms console]]
 
* Request caravans, military aid, or persona core location via [[comms console]]
 
* Call royal [[permit]]s{{RoyaltyIcon}}
 
* Call royal [[permit]]s{{RoyaltyIcon}}
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=== Relationships ===
 
=== Relationships ===
* Slaves never insult or social fight with non-slave pawns. They are half as likely to social fight with each other.
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* Slaves never insult or social fight with non-slave pawns. They are half as likely to social fight within themselves.
* Slaves cannot share a [[double bed]] with non slaves colonists, even if they are married.
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* Slaves cannot share a [[double bed]] with other colonists, even if they are married.
 
* Slaves can share [[bed]]rooms with colonists, however the colonists will receive {{--|3}} mood for doing so (unless they are in a relationship).
 
* Slaves can share [[bed]]rooms with colonists, however the colonists will receive {{--|3}} mood for doing so (unless they are in a relationship).
  
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* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood.  
 
* Mood Factor = A curve dependent on the [[mood]] of the slave, defined by three points and linearly interpolated between them. 1.5x at 0% mood, 1x at 50% mood, 0.8x at 100% mood.  
 
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.
 
* Room Edge Factor = 1.7 when in a room that touches the map edge including being completely outdoors. 1 otherwise.
* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise. [[Body part weapons]] do not count for the purposes of this check.{{Check Tag|Verify}}
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* Weapon Factor = 4 when within 7 tile range of a usable weapon, or if indoors (in a room not considered outdoors) in the same room as a usable weapon. 1 otherwise.
 
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.
 
* Unattended Factor = 20 when on a map without a colonist that is not downed, dead or a slave. 1 otherwise.
  
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|}
 
|}
  
The amount of suppression lost can be increased or decreased if the slave is wearing the following things:
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This value can be increased or decreased by the following things:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 
|-
 
|-
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Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.
 
Terror is a way to keep slaves suppressed. It rises when the slave spends time near terrifying things like terror sculptures. A slave can only be affected by three terror sources at a time. While terror is high, suppression falls slower.
  
Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources.
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Terror can be created by having slaves in proximity to terror creating furniture like [[skullspike]]s, [[terror sculpture]]s or bodies in [[gibbet cage|cages]]. While slaves are affected by these, their suppression loss is lowered, depending on the value and amount of terror sources, but capped at 3 individual sources.  
  
 
== Analysis ==
 
== Analysis ==
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Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.
 
Minimize or eliminate the time slaves have access to the map edge. Consider walling off the area that slaves live in, if your entire colony isn't walled off already (doors count as barriers for purposes of map edge access for slaves). If that isn't feasible, keep slaves near the center of your colony as much as possible, and build walls and doors blocking off the ends of alleyways (this also helps slow down raiders that get past your outer defenses or land inside your base outright). Again, confining slaves to an allowed area is critical.
  
Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking "hand-me-down" beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while. They also like wearing the collar and straps that all slaves should wear anyway. Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.
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Consider keeping your slaves happy. This is much easier than it might seem, since slaves have a huge baseline mood boost compared to a typical colonist, and will never get upset about lack of recreation. Slaves also get mood bonuses from performing work they're [[Passion|passionate]] about; paradoxically, these bonuses can last longer because the slave need not take recreation breaks. Having them drink [[psychite tea]] every other day will not only boost their mood further but also slightly increase their productivity (though unfortunately the big increase to recreation is wasted). Because slaves return to their rooms by default when in need of medical care, consider making their floors [[steel tile]] for an admittedly expensive increase to both cleanliness and room beauty. Also consider sticking "hand-me-down" beautifying [[sculptures]] in their rooms instead of just selling the old art. On the other hand, [[ascetic]] slaves allow you to have a happy slave with the crummiest room possible. [[Masochist]] slaves will love having a mindscrew implant (though it will lower their sale price), and the pain will lower consciousness, reducing their movement potential and further discouraging rebellion. Or just punch them once in a while.<br/>
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Not only do happy slaves rebel a bit less often, joyful slaves can benefit from [[inspirations]] as other colonists do, making them even more useful as your property.
  
 
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.
 
If you have the [[Royalty]] DLC, consider giving slaves brain implants that cause [[brain shock]] so rebellions can be safely suppressed with no loss of life, even with armed and armored slaves, by using [[EMP]] weapons. Implants such as the [[circadian half-cycler]]{{RoyaltyIcon}} and the [[circadian assistant]]{{RoyaltyIcon}} also increase the total productivity of the slave, and the half-cycler reduces movement capacity by reducing consciousness; the downside is that these implants increase time awake, lowering the MTB for rebellions.
  
[[Wimp]]s also make for easily quelled rebellions.
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[[Traits#Wimp|Wimps]] also make for easily quelled rebellions.
  
 
=== Titles ===
 
=== Titles ===
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== Version history ==
 
== Version history ==
* Between 1.2.2723 and [[Version/1.3.3087|1.3.3087]] - Slave sold penalty reduced from -5 to -3.
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* ? - Slave sold penalty reduced from -5 to -3, sometime between 1.2.2723 and 1.3.3087
 
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.
 
* [[Version/1.3.3072|1.3.3072]] - Tune slave rebellion chances a bit lower, and reduce the effects of some factors. Slave weapon noticing distance reduced from 10 to 6.9. Couples made of a slave/colonist pair no longer want to sleep together despite not being able to share a bed.
 
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.
 
* [[Version/1.3.3074|1.3.3074]] - Slaves no longer slight or insult non-slaves, Slaves never start social fights with non-slaves if insulted, Meleeing a slave now increases suppression, Rebellion chance per slave now relates inversely to the number of slaves on the map, so overall rebellion chance shouldn't climb so aggressively with higher slave counts, Adjust slave rebellion base MTB 50 days back to 45 days. Ideoligion funerals are no longer expected for slaves. Slaves no longer count for Diversity of Thought. More selective in which weapons increase rebellion chance - now excludes Wood, EMP, Smoke etc.
 
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.
 
* [[Version/1.3.3076|1.3.3076]] - Added Alert for likely slave rebellion.
 
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon
 
* [[Version/1.3.3087|1.3.3080]] - Rebelling slaves now drop shield belt if they have a ranged weapon
* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought.
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* [[Version/1.3.3087|1.3.3087]] - Lower slave social fight chance by 50%.  Killing a slave in a slave rebellion no longer causes 'Witnessed ally's death' thought
* [[Version/1.3.3117|1.3.3117]] - Fix: Wardens stop suppressing slaves if suppression > 50%. Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
 
 
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.
 
* [[Version/1.3.3200|1.3.3200]] - Slaves are now worth 75% of colonists in terms of map wealth and population.
* [[Version/1.4.3541|1.4.3541]] - Fix: Emancipated slaves that are drafted stay drafted.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: Slaves freed on exiting map.
 
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

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