5/10/2023 0 Comments Rimworld ideology slave![]() Inspired by Dwarf Fortress, Firefly, and Dune. Intolerance of other ideologies and capturing slaves of other ideologies is truly a sick strategy.About This Game RimWorld is a sci-fi colony sim driven by an intelligent AI storyteller. There's been 1 revolt near the end of the first year that was just them deciding they wanted to try to fist fight my colonists with their guns out, and the couple breaks I've had resulted in an arrest followed by immediate will break back into slavery.Įdit: one of slaves got wrecked tonight and my colonists all Recieved +6 for their rival dying lmao. My colonists don't have initial optimism anymore and whatever level of expectations buff they have only gives like 16 happiness atm? My slaves have a +34 happiness modifier for having low expectations of being the slaves of a poor colony. They're also sometimes easier to keep happy than your colonists. A colonist with good stats that I want to recruit takes my warden 7 days to lower the resistance of, and moreover if they're a different ideology I need to convert them first to not subject my colony to a fat mood swing. Their ideology doesn't matter and doesn't effect my colony's like minded mood buff, so I can pluck almost literally any downed raider off the battlefield and replace a dead slave or bolster my mining/hauling/cleaning/tree cutting force in a single day. Breaking the will of a prisoner and enslaving them takes my warden one day. The pawns you pick as slaves are the ones that are trash and don't have a place in your colony beyond simple labour in the first place. Best case they live and you patch them up.īut let's talk about that worst case where they just died they're extremely easy to replace. Middle of the road scenario they die and someone gets a rival died buff. Worst case scenario they die and you're down a slave. Equip them with a bit of armor and a club and send them out front. This means when a big bad raid shows up and you need bodies for the enemy to hit first, slaves make an excellent choice. ![]() When they die, they don't give you a mood penalty like when a colonist dies. ![]() Slaves tend not to be friends with your colonists, in fact they're more than likely going to be rivals. Slaves are expendible and easy to obtain. Why is it preferable to enslave someone in Ideology? It adds many risks but seemingly no benefits I would much rather a grumpy colonist go on an insult spree rather than a grumpy slave, who will suddenly become violent and risk dying in a slave revolt. They aren't shackled like Simple Slavery, so I can't chase them down in melee as easily. I can't just chase them down and arrest them, I need to attack them and potentially kill them. Every week they don't just try to run away, they revolt, slaughtering pets and attacking colonists. I have to dedicate a free colonist to go around suppressing my four slaves. Harnesses help, but the drop in suppression is immense even with one. However, with Ideology, what is the benefit of a slave over a regular colonist? They clutter the colonist bar up top. And they don't show up on the list of colonists, occupying a separate tab like the pets they are. I needn't care about their needs beyond food and sleep. ![]() I'd send someone buff off to arrest them, sometimes they'd fight back, and I'd club them and drag em back Makes sense, and manageable. Slaves got collars, had a willpower meter, and would attempt to run away every week or so. Before the DLC, I used the Simple Slavery mod.
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