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: Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up.  A healthy slave (yours or theirs) has a value of around 1,000 silver or maybe a little more, less if they are suffering from a permanent injury, and ''a lot'' less (down toward 100 silver) if they are currently badly injured, even if they are healing up.  Damaged goods are damaged goods, apparently.
 
: Slavers deal in slaves/prisoners, weapons, body parts, medicine, and drugs. The chance of traders carrying prisoners should go down as colony population goes up.  A healthy slave (yours or theirs) has a value of around 1,000 silver or maybe a little more, less if they are suffering from a permanent injury, and ''a lot'' less (down toward 100 silver) if they are currently badly injured, even if they are healing up.  Damaged goods are damaged goods, apparently.
  
With the [[Ideology DLC]], bought people will either join as a colonist or as a proper [[slave]].{{IdeologyIcon}} This is listed per person on the trade menu. Otherwise, slavers will only sell future colonists.
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With the [[Ideology DLC]], bought people will either join as a colonist or as a proper [[slave]].{{{IdeologyIcon}} This is listed per person on the trade menu. Otherwise, slavers will only sell future colonists.
  
 
:: (The [[outlander]] variant of this trader was previously called a "pirate merchant" and they are still referred to as such in both discussion and the game code. Note that despite the name, <u>[[outlander]]</u> factions, not [[pirate]] factions, send "pirate merchants".)
 
:: (The [[outlander]] variant of this trader was previously called a "pirate merchant" and they are still referred to as such in both discussion and the game code. Note that despite the name, <u>[[outlander]]</u> factions, not [[pirate]] factions, send "pirate merchants".)

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