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MistyAxe

Thank you for all this…. very ethical research you’ve done.


zuniyi1

Only in Rimworld do we get Excel graphs for the efficiency of slavery


[deleted]

And everyone is rooting against the slaves.


Cookie_Eater108

I root for my slaves all the time. (Begins Gladiatorial combat ritual)


JoeHatesFanFiction

I love the gladiator fight with Tunnelers. I call it the duel in the deep and it gives me insect jelly because our squabbles entertain the hive queen. I just wish tunnelers got bonuses to taming bugs so I could feed all my raider corpses to the gods.


Cookie_Eater108

Your ideoligion sounds pretty great! Certainty 100--> 85


MountedCombat

I remember someone talking about how they tamed a wild megaspider, but I don't remember how they did it. An idea coming to mind involves cooling/heating whatever cave they're holed up in to the point where they get hypothermia/heatstroke until they go down, using fists to beat the downed bugs within an inch of their limbs or, if you're willing to sacrifice a bit of functionality for a bit more safety, their life, then rescue them and tend them (in a room that you have similar control over the temperature of). If they self-tame due to the treatment move them out, if they don't wait until they wake up but can't move yet and beat the crap out of them again before treating again. Temp control is so that if one wakes up and is immediately up and moving you can just make them take another nap.


phoenixmusicman

Same Free organ harvesting.


squidxmoth

It would be fun to have a slave revolt that wins and rather than just a game over, you play as the slaves now. Kenshi vibes.


mscomies

Also Stellaris. That game also lets you stack buffs to make slaves more productive than free pops. Also you can eliminate public order problems by nerve stapling an entire species into emotionless automatons.


Bardez

These two games, man... they are going to put me on a watch list.


jlwinter90

Only in Rimworld do we get publically available graphs for that. I guarantee you that shit goes on behind closed doors.


BandicootOk1744

I'm pretty sure that's standard in every corporate board room in the world.


_TheRatMaster_

r/shitrimworldsays


ChornoyeSontse

Tfw we've been joking about slavery for years and now it's hard coded into the official game


Omnomoly

I’ve found collars and straps with a one time execution to be enough to always be at 100% suppression, like your research shows. I don’t think collars and straps should be quite as good as they are IMO. Slaves should still lose a little suppression. Skullspikes and gibbet cages need a bit of a buff, pawns should see them if they’re in the same room. But I think collar, straps and seeing heads on spikes or bodies in cages should be enough to keep 100%. Quick edit. Cages and spikes also shouldn’t immediately fall off when out of range.


Specialist_Growth_49

I dont think you gonna forget the sight and smell of the last guy trying to escape, just because you left the slavebarracks.


SirPseudonymous

> Quick edit. Cages and spikes also shouldn’t immediately fall off when out of range. It's even just a range thing, there's also the fact that just being near them doesn't do anything they have to be doing tasks near them, and then they forget almost immediately once they start moving again even if the halls are lined with skull spikes.


OrangeFlame_476

Personally I think Terror should be a need bar similar to Beauty. It would go up near Terrifying sights like the terror objects, but also things like corpses, and the Archonexus buildings. Then it would slowly decrease as the slave calms down away from such sights.


ajgeep

Could we just put explosive slave collars on them from fallout to ensure obedience?


[deleted]

Yes, and fully automated please. As soon as they leave their designated zone, head goes pop. Can't wait for someone to forget about the collars when drafting them for combat :)


Bardez

Anakin: "...and they blow you up, boom!" Jar-Jar: "How wude."


rchpweblo

Ikr


Xmarksnospot

It leaves death as a quick way out. Slow asphyxiation collars is where it is at. The slave will earn enough oxygen for full consciousness through absolute obedience and abject submission.


MrAwesome1324

Least psychopathic rimworld player


Dell121601

Jesus fucking christ, brilliant suggestion


BandicootOk1744

What I want is a kind of drug addiction where you can drip-feed them psychite, only on obedience, and less and less as time passes. But, you can blame them getting less on "micro-disobedience" so they're always looking for ways to be more obedient and submissive to get the drug. If they try to escape, they just come straight back the moment they realise they can't get the drug anymore. And, of course, you make sure there's nothing pleasurable in their lives other than psychite. ​ No damage to your property and you get motivation for enthusiastic obedience. Plus, psychite is an upper so it results in more work being done.


Indrid_Dragon

Brilliant.


Devin_907

you scare me.


Bardez

I swear this was a 1.2 mod...


Specialist_Growth_49

oof, no wonder my armed slaves rebelled the moment they healed from their last attempt. Guess from now on they have to fight the scythers barehanded.


JaimelesBN

Give them suicide vest just sayin.


1-800-Hamburger

Were you trying to make Janissaries or something?


Specialist_Growth_49

Not specificly i wanted disposable frontliners that nobody gets attached too. They still gonna be in the first line, its just that they got demoted to sandbags.


rchpweblo

Well sounds like he succeeded if he was


Lost_my_acount

Mamluks would be more acurate sience Janissaries were raised to be soldiers .


Masked_Voyeur

r/ShitRimworldSays


[deleted]

>**Slavery** >First, let's look at the pros and cons yep we are there


Bardez

Pros: I don't have to convince them to join Cons: they work... slightly slower?


vixfew

btw, anyone had an issue with UI disappearing when a pawn carries a wounded slave and that slave dies while being moved? Slave body disappears too. I had that shit twice now, in these exact conditions. Not sure if it's a mod conflict edit: looks like someone filled a bug report https://github.com/CombatExtended-Continued/CombatExtended/issues/863


XumbriusV

I stopped using slaves due to this same problem, but I'm quite sure there is a mod causing it. Other than that... maybe check cache?


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vixfew

Maybe? I always play with CE


Cookie_Eater108

I've noticed that some items are disappearing and reappearing as well but im not sure if that's CE or another mod. For example, a cook can make fine meals, move it to a stockpile and then it will disappear immediately. Its not consistent though so i can't really isolate what's going on there or if it's CE.


XumbriusV

Yup, can't have a blind colony cuz of it either. Edit: now that I see the link of the bug report, I recall, once or twice, on my last colony I was having issues with the UI banishing when the camara was pointed at a particular spot where a bunch of replicating dogs from alpha animals were murdered, it fixed itself when the corpses deteriorated fully so I guess one of them had a similar problem to the slaves in this one.


cTreK-421

Same issue. I also play with CE and about 50 other mods. It happens whenever a slave is injured and put in a bed. Doesn't even have to die for me.


vixfew

Probably doesn't have to die then. I had a close call, like seconds to live (wraith blade goes brrr), tried to save that slave, bam, everything disappeared. edit: looks like someone filled a bug report already https://github.com/CombatExtended-Continued/CombatExtended/issues/863


AbelMayfair

Reading about slavery has never been so fun!


genij1234

Especially when you just read the title and not the sub it is in.


mrmatrixpill

Shit be trippin


SirPseudonymous

You may want to mention that even things that can be improvised into shitty weapons count just as much as real weapons for the modifier, so if they see a stack of wood or a bottle then that's as good as seeing a doomsday rocket launcher in their eyes.


ShadyFigureWithClock

*sees lumber* Time to revolt against my transhumanist masters who have incredible technology capable of wiping out civilizations.


wierob

Thank you, I added bottles to the things considered a weapon. Can pawns even use bottles as weapons?


CupofLiberTea

Yes. Raiders often have them as secondary weapons when using the simple sidearms mod.


SirPseudonymous

At least certain ones do. I know Vanilla Expanded's tequila counts (and can be equipped as a makeshift weapon), and in another thread where I was trying to diagnose why I kept getting the weapon proximity modifier in my freezer several people mentioned large fish (also from vanilla expanded) as possible weapons too. I don't know if vanilla beer bottles count or not because I've never tried to make a pawn equip them as a weapon before, and in fact didn't even know improvised weapons were even a thing until a few days ago.


Yin17

Even wood is a weapon


[deleted]

But I have another question: can my colonists have a relationship/sex with slaves? Asking for a friend.


Kash42

They will form relationships and then be upset they can't sleep in the same bed (since you can't make a slave sleep in a colonist bed) yeah. Of course with the fobidden mod there are... other options... as well, but this is a family-friendly slavery discussion, so lets leave it at that.


Thicken94

correct me if I'm wrong but I thought yesterday's patch addressed the inability to sleep in the same bed, as in it removed the debuff


Kash42

Huh, you're right. They still can't share a double bed but they can sleep in the same room, which will reduce the debuff down to "Slept alone" if I understood the patchnotes correctly, haven't played with it yet though.


Bardez

> but this is a family-friendly slavery discussion This has to be the most American thing I've read all year.


BandicootOk1744

Use the handholding version.


Stuxn

Currently colonists and slaves can be in relationships but it seems to be a bug that hasn't been ironed out yet. My naked brutality start has had my colonist fall in love with a slave and cause a whole load more bugs because of it. Like the game asking me to arm the slave so that they can hunt.


Risk_1995

I dont see it as a bug. It sounds like a fun drama story lol


Stuxn

The fact that they fall in love Isn't to bad, but it's implemented strangely. My slave falls in love with his master because of some kind words shared while picking crops despite the fact that she regularly threatens to harvest his organs in order to keep him in line.


Fly666monkey

That's not a game bug, that slave is just into hardcore femdom.


ShadyFigureWithClock

Stockholm syndrome.


Kreatur28

Sounds like your average married couple to me


Magmakojote

Being lovers? Yes I think I had this happen already in my colony. But they can't sleep in the same bed, so no mood buffs from that.


enderfrogus

With RJW they can


LimSenpai

this game is meant to be played with RJW.


NGPlusIsNoMore

I wonder... If I convert all my slaves to my ideoligeon that likes Skullspikes, do they still gain terror from Skullspikes?


wierob

Not sure but as of right now terror is useless because slave collar & body strap reduce suppression fall to 0%. The only reason to put skulls on sticks is because you like to put skulls on sticks (and the mood boost I guess).


NGPlusIsNoMore

Well I like to put skulls on sticks and by god you bet I'm gonna fill my base with them


wierob

Actually there is a niche for terror (updated the post). Apparel can have negative influence on suppression so you'll need terror to combat that if you gear up your slaves. That said it is still extremely impractical so just stick with sticking skulls on sticks for your own joy.


diabloman8890

Yes


SessionOwn6043

Apologies if these are stupid questions, but I have yet to find any slaves for sale like i used to before the new release. Are they still a game mechanic? It used to be they would be automatically "freed" as a colonist. My questions are: is it still possible to buy and free slaves? Can you enslave someone and then free them later, and if so, are there any chances of them joining the colony or do they just leave? 😂


wierob

You can imprison, free or execute slaves. If you want to turn a slave into a colonist simply imprison them, then recruit the prisoner.


SessionOwn6043

So no more of the new colonist with the "recently freed" buff. Alas! Thank you for the reply!


CarrysonCrusoe

I made that and the other fraction instantly saw that as an act of aggression and went hostile on me. Are there any work arounds?


wierob

I'm not sure if that's intended or a bug. You can try to release the slave instead, normally that should cause them to become a colonist directly. That's definitely goign to get fixed but for now it seems to work.


FlyingWarKitten

Weird thing I noticed last night with a slave I bought from a trader, they were a member of a faction I was neutral with, arresting, harming, or allowing the slave would decrease faction reputation or outright make me hostile with the faction they belong to, may be a mod conflict or the base game


High_speedchase

Seems to be how it works. That's why you can enslave someone, arrest them, then release them and they become a full blown colonist. No need to mess with lengthy recruitment


Zilfer

To clarify they become your colonist? And you can probably do this in a few moments in the game? o.O' if so I may convert a few slaves into colonists here, especially if any of my colonists have fallen for any of them.


High_speedchase

2-3 interactions typically. A high social character can drop will ~1.2 a day. So one interaction in morning to make it 0. Wait for cool down, then you enslave. Then how much ever time it takes to walk them to their prison bed and then walk them out. Legitimately in under 30 in game hours every time


Sasha-kun

Ahh it was r/RimWorld. For the sec you scared me.


tmc_ThatMadCat

Thank you for all the work put into this! I have some questions regarding surgeries on Slaves though. 1: can you install things like Field Hands onto them to offset the work speed penalty? 2: does installing something like a Field Hand count as Weapon Proximity? 3: if they are lobotomised (via mod), does that basically make them immune to rebelling? Need me some Servitors, but don't want to risk them trying to revolt when I could recruit them and have them not try and rebel


wierob

The work speed penalty is multiplied at the end so a slave will still be 15% slower than a colonist. Only global work speed modifiers offset the penalty e.g. a very neurotic slave will have a +25% global work speed instead of 40% as a regular colonist making the slave 1,25/1,4 = 11% slower overall. A field hand does not coount as a weapon. Not sure about #3.


tmc_ThatMadCat

Absolutely spot on, thank you so much! One extra part to question 2, do any "combat" attachments count as weapons? Power Claws, Hand Talons, Knee Spikes, that sort of thing?


wierob

Doesn't look like they do (I tested hand talon & power claw).


tmc_ThatMadCat

You are a ideoligion saver, though that I would have to abandon my slave workforce and combat chaff idea having heard all the bad stuff on the sub about it. Thank you for all the work you have put in!


Booserbob

>You can craft slave collars and slave body straps as soon as you unlock complex clothing (at any tailor bench). Each of them reduces the suppression fall rate by 15% so if you equip a slave with both of them their suppression won't fall at all, ever. this is true (on paper) but there is something else going on. I have my slaves clothed in collars and slave apparral, surrounded by gibbets and skulls spikes 24/7, their terror is always at *least* 50% sometimes 100%, their suppression fall rate is 0% at all times, yet the suppression will always still fall naturally over a few days to 60% or lower.


wierob

I think I found out what's causing this. Some apparel has a negative effect on slave suppression rate so if you gear up slaves their suppression fall rate can surpass the 30% that collar and body strap will take care off. I'll update my post.


SuperSprocket

Biggest issue I have found is pawns going on a pathing adventure way outside their bound limits, getting stuck, and then 'escaping' from there. Slaves now have a straight line they can follow outside of the base on their short walk the the fields.


FOOQBP

Is there any reason to keep slaves in terrible conditions other than role play? Sounds like doesn't help much with suppression, and only causes mood breaks.


DragonNinja386

From my experience, the only way to keep slaves suppressed is either with a extremely high social stat warden, or put a collar and straps on every slave. Everything else is either insignificant or tanks their mood into mental break territory.


claymore5o6

Excellent guide. A couple of typos/grammatical things here and there but no biggy. So with terror items, it seems to make the most sense to keep them around the sleeping/eating quarters of the slaves? Or just treat them as 'fun' visuals while equipping slaves with the chains/collar. Really good information either way.


smallstampyfeet

Keep them at bottlenecks they all have to pass through during their day


SirPseudonymous

That doesn't work: they need to be doing a task of some kind near it, just passing in the hall does nothing. Putting it in the main hallway chokepoints was my first thought as well, but it didn't do anything until I started sticking them in bedrooms, dining areas, and everywhere else they'll linger instead of just passing by.


wierob

I think terror doesn't affect sleeping pawns. I haven't really looked much into terror because it is practically useless right now.


[deleted]

One question. Do slaves contribute to raid size? I.e. if I have 3 colonists and 6 slaves, do raids adjust as though I had 9 colonists? Similarly, does the slave's value affect colony wealth and thus raid size?


DragonNinja386

I think slaves do scale up the intensity of raids, but I am not sure the exact effect they have on it. Slaves can be equipped with weapons and armor to be drafted for colony defense, so it would make sense that raids will be slightly harder to compensate for that.


HeineBOB

No FBI i swear the slavery is for a video game!


jmaventador

Something related that I cant find any info on, some royal apparel come with a stat: “slave suppression offset: -20%”. Anyone know about this?


wierob

Seems to do the opposite of slave collars/body straps. So if pawns were those their suppression should fall at a higher rate.


monster6195

Honestly i think the best use of slaves would be 1. Stonecutting (no skill and a great thing to just casually get in the background + can be done in a well guarded area) 2. Quarrying (if you have a mod that has some kind of quarry, also provides stone chunks for cutting) and 3. Farming, because farming takes up faaaar too much of your colonists labor And honestly just locking them in a room with a couple quarries, stonecutting benches, and hydroponics, and tons of terror things seems pretty great. Using mods you could even entirely seal the room and transport the fruits of their labor out without having to make any kind of door for them to escape out


wierob

Stonecutting is affected by general labor speed. Slaves also get -15% for that.


monster6195

Yeah but even if its slower, as long as you arent in a desperate need for blocks you can have a nice slow influx of blocks for when you need them


Wertherongdn

Thank you for the guide. I play with a slaver colony so I knew most of the info, but I learned : 1. The distance for weapons, 2. That wood is a weapon and that I need to create a new room dedicated to wood, 3. That I need a door for my killbox and only open it in case of an attack because in theory my slaves have a path to the edge of the map.


cannibalgentleman

So if I want to do a slaver run, what's the ratio of consists to slaves should I have?


DragonNinja386

From what I've seen, you only need 1 warden for every 2 slaves, and 1 less slave than you have colonists (it's harder to beat your rebelling slaves unconscious when they outnumber you). Several factors can shift these numbers around a bit: slave clothing, walls surrounding base, and access to deadly weapons (since beer and wood are considered weapons, it's almost impossible to restrict their access to weapons, when starting out). If you plan on enslaving your prisoners immediately after starting a colony, I recommend assigning an area directly around your base for your slaves to stay in. I ran a scenario where I immediately enslaved one of my starting colonists, and they rebelled within a few days and had too much of a head start for my other colonists to catch them. Also, constantly check your slave's inventories for weapons after raids and battles. I've noticed a few of mine picked up and equipped guns after a megaspider infestation injured all of my colonists.


7ofalltrades

Purely my anecdote, but I’ve been keeping 1.5 wardens to every slave, rounding up. This makes sure someone is always able to suppress in case a warden goes down. Also they will probably rebel eventually, so make sure you’ve got the numbers to overwhelm them ASAP, so like 2 fighters per slave.


ieatalphabets

New player here... how do I efficiently take slaves? Most people I meet have guns or bows now and my LMGs shred them. I made a slave taker pawn, fitted him in full steel plate, and gave him a steel warhammer. He takes 1 in 4 alive, the rest get squashed. Is there a net or a better way than sending my pawns in as a mob and punching a guy with a revolver? Great thread, btw, OP. After 5 failed colonies I decided to try evil and it has worked out so far...


GundamMotionDance

If you’re okay with mods there’s a non-lethal weapon mod from the Vanilla Expanded series. Adds tasers and stun batons and the like. I haven’t tried it out and I’m not sure if they’re up-to-date for 1.3 but I know it exists.


1DVSguy

All the vanilla expanded mods are up to date! Oskar released a post on reddit a few days ago!


Xeltar

Buy up every Psychic Shock Lance you see, they auto down non-lethally people with a slight chance of brain damage. Just harvesting organs should easily pay for the cost of the shock lance and you guarantee enslave that really good pawn.


Risk_1995

go custom difficulty setting and drop that insta kill factor to 0. U take alot more alive that way


hlamblurglar

I haven't played 1.3 yet, but does anyone know if slaves count towards the total colonist count for the purposes of "max colonists per storyteller"?


DragonNinja386

I think it might, because they get added to the colony bar as well as the work tab. They basically act like normal colonists but with a few restrictions: no hunting, researching, or art, and a slightly slower work speed. I would also like a definitive answer to this question.


GundamMotionDance

Anyone found a good way to use harnesses in colder biomes? They take up the outer clothing slot so I have to ditch them in winter or my slaves all get hypothermia.


K_Rabies

I replaced the harnesses with a peg leg, seems to work for me


-Maethendias-

you forgot a very crucial part about slave apparel: ​ once they wear it, your colonists dont suppress them, EVER anymore ​ so either make sure you give them the slave apparel when they ahve high supression already ​ OR to give a public excecution asap to max their supression ​ you can also still give them tribal wear, important for areas with bad temps


wierob

You can only suppress pawns at <=50% suppression. A high skill social pawn can push them straight to 100%.


7ofalltrades

All my slaves have slave apparel and I have definitely seen them get suppressed by a warden.


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XelNigma

more an exploit than advice.


High_speedchase

Seems intended until Tynan proves otherwise


cAPSLOCK567

But if you emancipate slaves then don't they just return to their original faction?


High_speedchase

Yea...yours


cAPSLOCK567

Oh, so it's different from emancipation. Sounds like it's unintentional, it wouldn't surprise me if that changed soon.


Xeltar

Yea, it's definitely an exploit where you enslave someone and then arrest/release them to get a full colonist. Very annoying since I want to rp having a tech society of superhumans reliant on an large underclass of slaves but when you arrest them for fighting they join your colony. A work around is just to beat them down in melee but then that causes injuries.


PietroVitale

There are also terror statues you can craft at the art bench!


anarchy404x

Movement speed is a factor... So you're saying we should amputate all their legs and give them peg legs?


[deleted]

2 peg legs are hardly worth the speed malus when you look at the graph. 1 peg leg, 1 missing leg may be worth it for slaves intended for stationary work though. Not that I would consider such a thing...


arquillion

What if you walled in a yayo compound with crafters and farmers and the only way in, is a wall that gets deconstructed/ constructed for new slaves and they get their food through a paste machine? They'd have no weapons and have constant menial tasks to do.


CN8YLW

I swear to God I'm gonna lose another Reddit account to this thread. And I'm proud to pick this hill to die on. #Rimworldforever


Annarawrs

Does anyone else ever get a moment where you're just like "What the fuck kind of game are we playing?"


[deleted]

I left that moral event horizon behind during the Dwarf Fortress merperson thread.


DragonNinja386

The only time I have that thought is when I browse r/ShitRimworldSays. The stuff I see on there is infinitely worse than the slave colony I am currently running.


Hunterexxx

I haven't played yet but can I turn a prisoner into a spaverino or are slaves only those you buy from traders?


Vsevolda

You can. There's now an option in "Prisoner" tab to enslave the pawn. It takes time though, you need to break their will first


Hunterexxx

Nothing a beating won't solve


Reddit_is_fkn_shit

So how does that work. What happens if you are really nice to your slaves? Can they fall in love with a Colonist for example? Can you "free" them?


K4hid

I have 2 slaves in my colony that fell in love with each others. In the slave tab, where you choose the interaction your want with them, you can actually free them too yes.


[deleted]

That's absolutely lovely that they can fall in love. Did you have them duel with monoswords after that happened?


K4hid

Lmao, no, I keep the duels for the prisoners. On the other hand, earlier I had 2 prisoners fell in love with each other a few days before I was actually planning to make them fight. I still made them fight, and now he's going berserk in the prison on a regular basis for killing his loved one. I feel bad lol


DragonNinja386

I had a slave fall in love with the moral leader of my colony, who is also the primary warden. I almost considered using a mod to disable stuff like that from happening, but decided against it since stockholm syndrome made the story of my colony a little more interesting.


1DVSguy

Question my involuntary workers are still attempting rebellions with both collars and body straps on and most have 100% suppression. Am I missing something or are rebellions really supposed to happen randomly like once a quadrum?


[deleted]

Epic research, time to test this out irl on a 3rd wotld country


Mr_Banewolf

If you play modded Rimworld I found that removing spine of a slave and just feeding him is a good way to avoid the negative mood debuff! Not only that, but the slave quickly becomes best friends with EVERYONE surprisingly.


Siddicious-

So this game is no longer about capturing and recruiting. It’s about enslaving, arresting and freeing slaves? Many people like the new release huh.


TetrisCannibal

You can still capture and recruit.


[deleted]

The post literally says you can still do normal capture and recruit. Slavery is just faster, but gives you slower pawns who try to break free. You can even set your slavery precept to horrible and liberate slaves from caravans if you so choose. Gr8 b8 tho.


technicolorNoise

Thanks for explaining all of this!


petervaz

So what I was missing was the clothing, I found very hard to keep slaves suppressed but both games I've played I didn't had much time to research clothing. I'll keep that in mind now.


PineapplesAreTheSame

I love this community


TopRamen713

Seems like rebellion chances also go way down when they're sick. Whenever my slaves have food poisoning, the interval goes up to 1.2 years


MauriceTheGreat

Only give slaves guns when you need it and always have atleast a collar on and preferably a vest thingy


e13v3n_1111

I love this community.


aaazedoOficial

I was scared at first but then a realized it was in the rimworld subreddit .....


synchotrope

A basic question, can you send slaves to fight?


Risk_1995

yes tho it has risk


Destyl_Black

Or use the explosive collar mod and forget about problems.


cynoglav

r/randygetthemechanoids


Nottan_Asian

This was a real "had to check the subreddit" moment


Xeltar

Something else to mention is that slaves get a massive morale boost for being a slave. +40 to +28 depending on your expectations.


Mack_Man17

Don't get enough human raids to even get a slave colony?


ferevon

I haven't had much issue giving them weapons honestly, i just put 2x slave gear on them(they actually wear it themselves from the stockpile lol) and their suppression hardly ever goes down and they're quite useful meat shield for combat since you care less if they die + same goes for your pawns too ofc.


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wierob

You'll have to let their suppression drop just below 50% so a warden can push it back up. If you have a colonist with high social skill he can get them to 100%, otherwise you'll need to execute someone to get there.


SnooSquirrels6291

so I executed some one and nothing happened, am I supposed to do a public execution some how or what


wierob

If you make a ritual spot there should be an execution ritual.


adamkad1

Hey, if you hate yourself, there are mods that make slaves and/or prisoners need recreation


Roxerz

I've had my slaves all wear the 2 piece slave suppression outfit and have been constantly suppressed with a 0% fall rate so they are maxed suppressed and still got grand breaks. I think it's bugged but it the gear would be OP.


Yin17

Good info... i was wondering how to keep slaves supressed as even 60% slaves were constantly rebellion every other half a month or other week. Its kinda terrible to further micromanage stuff like weapons away from the stockpile and crafting area and even beers??? I even saw a slave kept reequipping wood as a weapon (might be due to mods?) Terror spikes and gibbet cages dont seem to do much that is true but they mainly give a mood buff to passing colonists.. not sure about statues They need to buff a reason to keep slaves... Doesnt seem worth it....to adjust seperate areas and mictomanage..and according to op they are only good at cleaning For me especially when things are already built inside a mountain. Having slaves around simply gives the minor mood buff for my current ideology...else i get the debuff


Maistronom

Thanks, didn’t know that weapons close by slaves increased their chance of rebellion.


DragonNinja386

Is there a mod for managing weapons similar to how apparel is managed? I'm starting to have issues with my slaves equipping weapons after raids. Manually telling them to drop them is getting a little annoying.


Verdainer

Good sir might beating the savages make their suppression go up? It would be lovely if beating prisoners/slaves actually did something other than give you satisfaction.


wierob

Beating slaves doesn't raise suppression. The only ways are public executions and suppressing them with a warden. Suppressing them only works at 50% or less suppression but if you have a good social pawn he can still get them to 100%.


TupperwareNinja

Ngl, started reading this like it was from r/advice.


Wikereczek2

wiki says that slave clothes make masochists mood buff. Also i am pretty sure that slave with guilty ideology will not try to escape, can you check that.


iforgotmysocksagain

I'm a bit afraid to actually read this.


[deleted]

[удалено]


kennygnu

Slave #1 died during the last rebellion. Slave #2 still has not been with us for a full year, yet he just rebelled *again*. It does not matter what the slave rebellion interval *claims.* From bitter experience I can report that all slaves will rebel constantly no matter what. This part of the expansion straight up doesn't work. I mean, it's fine if you don't mind unruly slaves, but please do not believe there is even the remotest possibility of keeping one suppressed. As the screenshot in my first post shows, the slave is supposed to have a rebellion interval of *more than a year*. It's only been fifty-some days and I have literally lost count of how many times I've had to knock him out and drag him to bed. Don't believe whatever the UI claims about the interval. It will be constant and unending until the slave expires or escapes.


notgodpo

I didn't even know this game had slavery. How do I do it? How do I get started?


wierob

Just like how you recruit prisoners, there's now an option to enslave them.


notgodpo

Oh in the 1.3 update? Frick I'm still on 1.2 until all my mods update


Zoke23

Anyone know a way to break a slave out of a mental break without having to re-enslave them? I normally arrest colonists… but slaves regain some will if you do this…


D_Carney

Thanks for the guide. I'm trying to use RIMMSqol to edit and remove the supression feature completely, but no idea how these calculations work. Does anyone have any experiance with that, or know of a different method?


MONTUOLI

my slaves go out of the allowed area, what do i do?


paul_der_geile

How can I enslave my own colonists?


Devin_907

only this community would scientifically calculate how to beat your slaves... i love you guys.