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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.

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