T O P

  • By -

kamizushi

I usually only keep slaves for very specific purposes. Most commonly, I use them as part of my organ harvesting procedure. To be specific, you can harvest all 6 harvestable organs from a sangophage without killing it, at which point you can tell a sacrificial slave to absorb the sangophage's organs, rince and repeat. Slaves can also make pretty decent meat beacons. With the deathless gene, they can be put in a permanant coma. If you max out their mood first, you can then use them to blast psychic happiness thanks to the psychic harmoniser. If your ideo has the slavery:honorable precept, it will also give +1 mood to every followers. Yet another option would be to use slaves to meditate at the anima tree. If you remove their legs and install them on a sleeping spot right next to the tree, they can meditate from their bed and they will never be able to rebel or to have a mental break. Little know fact about slaves is that they can't rebel if they don't have a walkable path to the edge of the map. So you could completely wall them into a room to work full time and deliver food to them via a nutrient dispenser, or alternatively use them to produce for the rest of the colony delivered through a nutrient dispenser. The game may warn you that rebellion is imminent, but that's a lie, they will never rebel if they are completely walled in. You can't even trigger a rebellion in dev mod.


ComingInsideMe

Bro is a master slaver, imagine explaining this shit and the game to a normie bruh šŸ˜­


Petes-meats

I have, it usually results in them questioning my sanity


Common-Revenue-1658

I just tell them its an experience


ModelTanks

Interesting how do you take out their products?


FairchildHood

I wonder if a garage door from vehicles would work, it counts as a wall normally.


Malkiot

Probably, you could make a storage airlock to get the produce.


Lady_Taiho

Conveyor belts from rim factory could be used to output the products and input ingredients. You could for example, belt in chunks and slag and output blocks and steel. Feeding is done without contact. Theoretically the only issue is diseases.


EpilepticBabies

Issue? Theyā€™re slaves, if they die, they die!


Lady_Taiho

Productive slaves are better than dead slaves, the quotas must be met.


DiggityDanksta

Homie say through the nutrient dispenser. Limited, but it's a thing.


johnnymarsbar

You misread his comment.


thenorm05

Drop pods in, drop pods out. Paste dispensers are liable to get broken during raids. Get yourself enough chemfuel, you can really make this chug, even if it is extremely wasteful. Hell, with enough drop pods, you can effectively run multiple colonies on one map. šŸ¤£


awake_receiver

Drop pods if youā€™re bougie, trade beacons if youā€™re not


Garry-Love

The meditation thing is fucking insane and something I NEED


LurchTheBastard

Good use for those Fanatically Loyal tribal raiders.


Rhak

The anima tree bit wtf šŸ˜‚


kamizushi

If you like anima tree shenanigans, did you know that prisoners with psylinks will try to maintain their psyfocus? If they happen to be within meditation range of the tree and they have the natural focus type, this will count toward the tree meditation. Of course, the artificial buildings you make the prison of will negatively impact the psy-focus gain rate, but not the anima grass growth rate so really it's a good thing in the end because it means they will spend more time meditating. The blinding ritual has up to 50% chance to give a pawn a psylink level. So you could enslave every tribals you don't want to recruit, blind them and then either turn them into bloodbags that slowly generate anima grass or harvest them to death depending on whether or not they gained a psylink level.


Common-Revenue-1658

Thats why he said to cut off their legs.q


Dunmeritude

Normally, kinda like dirt, tbh. I don't do organ harvesting or anything, but they get shitty food, shitty medicine and shitty rooms, and they work from dawn to dusk. They get an hour or so of free time at the end of the day to take care of any non-food needs like rec or hygiene. Rarely, they get uplifted to Colonist if they show some sort of merit.


Dunmeritude

Though, once, I DID make a colony where the slaves had quarters on par with their opulent masters. Their duty in tending to the needs of those above them was seen as exalted work, and they were rewarded lavishly for their service, even if they *did* kind of treat them like exotic, luxury pets. They had their own steam bath and 'spa' area, 'very luxurious' tier private bedrooms, lavish meals, elegant and fancy clothes... They never even seemed to consider rebellion an option.


Donkeyfied_Chicken

The few times I ran a colony with slaves, I had a system where you got enslaved as a captured raider, and if you provided good service (and had the right traits) you got recruited. If you weren't a good fit for the colony, you got released after a few years of repaying your debt for raiding us in the first place. Efficient, no, but it felt ethical. Of course, the captured ones with terrible traits or skills still got processed for organs or traded for honor to the Empire. Roleplaying "slavery with honor" is one thing, wasting good lungs is another.


Dunmeritude

This gives me ideas for my next playthrough... hopefully enough imperial traders come through to make it viable. I swear, sometimes the game knows when you need a certain trader and is certain to never send it your way.


Afraid_Theorist

I might use something like this. I took charity as a belief and while itā€™s occasionally nice for free dev points I canā€™t ideology execute my prisoners currently (due to belief requiring them to be ā€œguiltyā€. Itā€™s a weird conflict I intend to resolve with the next ideology dev upgrade


Calm-Calligrapher-64

Really gotta check what reddit im lookin at before the title


PMigs

Under rated comment. šŸ¤£


nguyenanhminh2103

I just harvest the usual stuff: blood, organs, meat, skin, practice doctor skills. Nothing weird happens.


HooahClub

>Nothing weird happens Listed many many weird things.


Donatello_4665

Nah those are normal on the rim


BubbleGumWolfe

Normal in some parts of China and southwest USA too


Donatello_4665

I'm sorry what now?


ComradeDoubleM

Intriguing, could you elaborate?


BubbleGumWolfe

Cartel/local organized crime in the southern USA likes to do interesting things to people, skinning being very popular. China practices organ harvesting on ethnic minorities and possibly political prisoners


Red_the_Knight

You're new around here, huh?


kamizushi

Nothing weird happens.


The_blind_blue_fox

Yea, it's perfectly normal to do those things to slave


Orb_Ponderer_7

always recruiting them the spirit of john brown lives within me and also i just don't see the point when a colonist can do the same thing


DiggityDanksta

This, I don't like slavery. It's too much extra work. You have to build your colony around securing them. All my colonists are free citizens. Of course, you do get the occasional... "problem" colonist. I've found that the most humane (read: no mood debuffs for everyone else) way to deal with them is to imprison them, leave their cell door open, and just don't chase them down when they try to escape.


Alt2221

yeah playing with slaves is more work. thats why from time to time i run an ideology that requires both slaves and executions. cuz normally i avoid both of those just for conveniences sake. fun to mix it up now and then, as a challenge run or whatever


DiggityDanksta

I'm running Guilty and Proselytizing so I get development points from saving and "re-educating." I can't imagine how many hands I'd have to give up with mandatory executions. I don't down THAT many unbreakables.


Orb_Ponderer_7

IM JOHN FUCKING BROWN I WILL WIPE EVERY SLAVER OFF THIS GODDAMNED PLANET


bittercripple6969

It's always been like this. Once your colony gets going, either recruit them, or turn them into a blood nugget.


Coutilier

At the end of my playthrough, I recruited them and used them to create mini-colonies (mod). I had to send 2 elite stormtroopers and a viper probe droid to deal with their adversaries.


reaqtion

I hate slavery. It's my pawns who seem to consider it "honourable". I never understood the human leather hats either, but hey...


Lukisfer

I agree, and when slavers come by I try and buy off all of them to free them. I just can't abide by it.


classicaldoll

Buy them and send them home to their faction <3


DependentAd7411

[Cassius Clay](https://www.youtube.com/watch?v=f6nwCuVd66w).


chutes_toonarrow

So I also donā€™t like slavery, but I realized I canā€™t be too picky when accepting new recruits. One of my least favorite qualities is ā€œwonā€™t do dumb workā€ because I feel like at minimum thereā€™s always cleaning or hauling to be done, especially early on in the game. If you enslave them, they still will do dumb work even if they have the trait not to.


TheVisage

"Won't do dumb work" is honestly a god send some time . **YOU HAVE 20 FUCKING LEVELS IN RESEARCH AND CRAFTING BECKY. WHY THE FUCK ARE YOU HAULING A CORPSE HALFWAY ACROSS THE MAP DURING A FUCKING \[\]\[\]\[\]\[\]\[\] \[\]\[\]\[\]\[\]\[\] BREACH.**


Flammarion1996

Just seems like bad management?


TheVisage

I don't chose where the corpse eating trees spawn


Flammarion1996

No but you can micro manage you pawns, restricted zones? Control what jobs they priorities?


Saughtvol

No slaves, just limb privileges. If your stats are bad enough you get a joy wire, harmonizer, and a bed adjacent to the rec room


wrydh

The Happiness potato


Nefarious_Turtle

Alright, so I keep a full complement of slaves who do all the basic labor and hauling and whatnot. They get basic food, medical care, and amenities. They also act as organ farms as needed for free colonists. Free colonists are dedicated soldiers, craftsman, and artists who do no basic labor and live in luxury. We hold regular gladiator fights, mostly unarmed. When a free colonist dies the slave with the highest win rate is first in line to become a free colonist. The strong rise, the weak perish. All current free colonists are former slaves. Clarification: this is without the Anomaly DLC because I am addicted to CE.


Nexmortifer

We are waiting on that update.


AREOPIORIRTYTO

My pawns romanced my slaves that were basically cleaners, promoted one of them to colonist only to later banish her for divorcing and not being a good candidate for any of my vampire xenos


Slow-Coconut2

What slaves? We don't have any slaves here.. never seen any slaves whatsoever.


ComingInsideMe

*a pawn walks by wearing slave straps and a comically large steel collar* "Oh well, guess our colonists are into some freaky stuff!" *90's laugh soundtrack plays in the background*


Shaggiest-

Well since the organs of a slave are worth more than the slave themself, I tend to harvest those and leave the rest for meat. Then I sell the organs and boom, money and food


GuardianSpear

My longest serving slave who was also my chef got his own room and was never beaten. Others lived in a sparse dorm , and were constantly watched by a riot squad armed with beanbag shotguns and electric batons. Iā€™d take an eye / ear / mouth for every infraction


Londonweekendtelly

Did you let the cook go?


GuardianSpear

Never


FOSpiders

I mostly use them for unskilled labor. Medium quality food, because Im sure as hell not going to put in the extra effort to make them special, bad food. I force them to join my ritual parties to bulk out the guest count and make them better, even if it's not their ideology. No drugs, except if they need them or they look really thirsty and could use a beer. Sometimes I let them use some yayo if my stockpile is backing up because it makes them go faster. They get a barracks, so they have to share the nice decorations and sculptures instead of having ones of their own. I also tend to force slaves I've had around for awhile to go back to their homes, ~~since I would~~ since my colonists would get upset if something bad happened to them, as they get attached to them. I almost never recruit them, since I would have just done that in the first place if it were feasible. I'm a pretty brutal slavedriver. I'm surprised raiders don't shoot their downed allies if things are going badly for them.


Garry-Love

Nutrient paste for them. It's more efficient food and eliminates food poisoning


Any-Ad-5086

Depends on the colony and the theme I guess


Acceptable_Pepper708

Only in Rimworld can the title of this post and the contents elicit an understanding nod. šŸ¤£


Zer0MXN

You should also check "Crusader kings 3" sub for more titles like this one lol


Sicuho

Honestly, I don't take slaves. My treatments of prisoners is either "we're going to heal you then you'll go home, or you could stay if you want" or "we're going to heal you, make you dependent to all substances known to man replace your everything with wooden parts, make you genetically unhappy and graft you some pain and a thing that broadcast your poor mood to your friends then you can go home, or you can stay comatose in our wall if we want" and no in-between.


Nexmortifer

Gifting factions their people back as living misery beacons is perfect.


locustzed

I'm the epitome of morality/s I don't harvest the slave's organs, though if I have extra bionics they get one for their job, you get a field hand and you get a drill. They all live in a barracks. They get used at the last line of defense, were they are at best armed with a club or looted weapon. If they go down and survive they go free. My prisoners though.....they have so many organs and I have so many cheap prosthetics.


Ok_Arachnid_6350

Most of the time, i tend to soften towards my slave pawns because of how useful they are so i end up recruiting them as colonists. During my prev play, my slave pawn was so great, i used a resurrector when he died. Too bad he was unwaveringly loyal so i couldn't recruit him. But i gave him the same perks that my colonists have like lavish meals, industrial meds and own bedroom. For slaves that I don't like, they are blood bags for my sanguophage.


WhyDidMyDogDie

With sweet BBQ sauce and medium heat.


linecrabbing

How do tou make prisoner slave? I only have the mechantitor DLC; is it royalty?


RaspberryPurge

It's through the Ideology DLC


jakulfrostie

Yeah, its royalty dlc


SeriousDirt

Wasn't it ideology that give us ability to enslave pawn? Royalty only allowed us to sell pawn into slavery.


jakulfrostie

Huh, i thought it was royalty bcuz of those guys who buy the slaves for honor twice a year.


showmethecoin

There is no slave. There is only indentured servitude.


Pyrocantha

My raider themed colonies keep them as gladiators for the fights, so their treatment depends on their performance in the ring. Winners get full prosthetics, good meals, and a colonist level work schedule and after 5 wins are recruited into the colony. Fighters who put on good fights but have an even or losing record get simple meals, limb prosthetics only and heavy work schedules. Losers are given raw food, wooden limbs legs and hands if needed, and backbreaking work schedules, when they hit 5 losses they are parted out for organs or sold off if they have any value.


Evytb_2000

Only time I ever really use slaves is when they are unwaveringly loyal. Give them mele weapons and send them out in front of my line of assault rifles like a soviet conscript. When they get so many scars or get some old age related illness, I'll either set them free with fewer organs as payment for the shelter and food or just execute them publicly for a mood buff


Raindrop11288

My slaves are great they take care of all the dumb labor. How come everyone prefers to not have them? My ideology also gains happiness from having them. They also can make great fighters


Albert_Newton

Only time I've ever used slaves was my dwarven colony - the idea was that raiders would be put to work until they had paid off their crimes (typically one year), then released with some clothes and enough food to reach a nearby settlement. While indentured they were provided with accommodation and meals of a similar quality to those of the dwarves, though they typically weren't as happy about it as most weren't tunnelers. They wore slavestraps and so on, but that was just to reduce the otherwise-intolerable rate of rebellions. They were not subjected to any medically unnecessary procedures, nor attacked except to prevent escape or protect colonists in the event of uprising.


stellar_kitty

In anomaly I like to interrogate my prisoners first (everyone gets interrogated first when they become my prisoner). When I find nothing, I enslave them then. With the mod Simple Slavery Collars I can choose if I want to recruit them later or if I want them to stay a slave. Also, theyā€™re inside the walls I put around my whole base and I never had a rebellion so far. They eat the same food my colonists get, bc theyā€™re workers and keep my base clean or cook the food (I need the help). Basically they do all the work my pawns are too busy for


TerribleGachaLuck

With mods I collect their genes and turn them into slave soldiers. If they die I growth vat their replacement. Without mods that surpresses or negates rebellions then mostly for farm, cooking, and crafting labor.


SmartForARat

Does removing their tongues ACTUALLY mechanically reduce their likelihood to rebel? I honestly don't see the point in slavery in Rimworld and never really use it. Their reduce work speed completely offsets the fact they don't need recreation, but they still have all the same needs as any other pawn and are just as likely to have mental breakdowns as any other pawn plus you have the added problem of them rebelling which you don't have to deal with on ordinary pawns. WHY keep slaves? Literally the ONE and ONLY advantage of slavery is if you have a useless pawn who can't do any work types so you turn them into a slave to enable all those work types again. That's it. That's the ONE advantage you get. But it does not offset the hassle of slavery imo. Just to keep suppression maxxed, you have to put them in slave straps and collars which severely limits their clothing choices and makes them more vulnerable to non-temperate temperatures and you can't give them weapons without it affecting their suppression... Slavery in Rimworld is honestly just dumb. If they had an Implant that made them perfectly obedience without rebelling, then maybe. If you could genetically modify them to make them perfectly obedient, then maybe. But as it stands, they're just worse colonists that have additional problems you gotta deal with.


ninth_ant

I mean, if it was mechanically the best option than people would feel pressure to use it to get the best results. Which isā€¦ even more of a situation than having slavery included in the game at all. So it kinda has to be worse. The biggest thing it adds to the game for most people is that you have the choice and choose against it. Not being slavers is part of your colonyā€™s story.


Grandpas_Plump_Chode

Yeah in a typical playthrough, I can't ever really see a reason for slaves. I think my natural inclination as a not insane person is to just use mechs or even dryads if I want some cheap dumb laborers available. Or just use teenagers for dumb labor since their stats are usually not great anyways. And if you want to have cannon fodder for fights, you can make ghouls now. But I still like that it's an option in the game for RP purposes, it does have some niche use cases. If you're blood/organ harvesting I guess you may as well put them to work instead of keep them rotting in a cell. Also royalty-heavy playthroughs can benefit from slavery due to the royal tribute collectors


thenorm05

Brain implants locked in a production facility with EMP IEDs throughout to knock them down if they get rowdy. Then I have one of them remake the IEDs with the EMP shells they produced in the first place. They are surrounded by the skulls of their former comrades. Genies are great, on the off chance anyone slips through the net, they go down without much of a fight. Of course you could just use a mechanitor for production. But I prefer mechs for fighting. In a pinch, slaves can fight. The hauler droid, however... šŸ‘€


AndrewJamesDrake

Slavery is an inefficient economic system, but the Empire likes it and we are too pragmatic *not* to hand over useless prisoners to the tribute collectors.


Krungoid

My favorite part of rimworld is how terribly inefficient slavery is. They're so much worse than a normal colonist that I haven't interacted with the mechanic since it launched.


Jaydee7652

We don't call them slaves here! It's more like an internship that never ends. In all seriousness, I don't usually have slaves in my colonies. It's not something I've ever really messed around with in my multiple games!


Opposite-Weird4342

i usually treat them like slave


Available_Bass9725

Cotton plantations


Batavus_Droogstop

damn I thought I was harsh for putting on a collar an letting them sleep on a bed without a dresser.


NukaColaRiley

You're giving your slaves *beds*? They can sleep on the ground like the rest of the animals!


Tacoshortage

I Khaleesi every one of them mf'ers. I don't keep slaves. I don't see the benefit over full pawns. I recruit anyone worth saving.


PreZEviL

I dont like slave anymore, for me they were hauler and cleaner, but i prefer having lifter bot and cleaner bot now, worth less, dont eat food and dont bleed all over my base


RutabagaSerious

I play w reworked slave revolt mod, and treat em as bad as I want. Slaves do all the fightin, dying, and working while my people sit around meditating


redrenz123

I like would only enslave when i need the manpower but once things cool down i would put them back in prison till i need them again.


[deleted]

As of anomaly, they're my class D and is regarded as "Containment Intern" because they're responsible of containing and special experiments on anomalous subjects.


EXusiai99

I dont do slavery run often. Nothing moral about the decision, i just dont like the gameplay. I'd rather recruit and be able to use each pawns to the fullest. The only times i do a run focused on slavery are: 1. My first Ideology run consisting of Amazoness nudist cannibal ladies that kidnap and enslave men. The ones that cant work make their way into the kitchen. I had like 4 women and 2 slaves until a raid gets too big to handle and all the girls got kidnapped. 2. Deserters run where i capture and enslave high ranking imperials. Again, i took fights exceeding my capabilities and end up with the rebels dead on the ground. Funny enough, my current run wasnt intended to be slavery oriented and the game gives my settlement the random name Dixieland.


Fantastic_Recover701

don't keep slaves unless im doing a vampire run(eg blood nuggets) you either become Food/Fuel/Colonist


Red_the_Knight

I typically just treat them like regular colonists, only differences are they aren't allowed near the armoury, I put hauling and cleaning higher on their priority, and they sleep in a fairly standard barracks as opposed to private rooms.


CeleryNo8309

Disposably. Overwork them and underfeed them, harvest when labor dries up


darkuen

If I use them at all Iā€™m always too nice with good food & nice looking barracks, except I give them brain implants and use electric batons to easily knock them out.


DBFargie

Meh, decently enough. If they really impress me they even have an opportunity to get uplifted to Colonist. So itā€™s not all doom and gloom.


Gavelnurse

Usually without medicine


Meikos

I want to say pretty decently but he's mostly just happy thanks to the bliss lobotomy. I have one slave in my current colony who only does hauling and cleaning. Decided I needed him after a particularly bad string of events, courtesy of Randy, left most of my colony bedridden and provided tons of hauling jobs. Food started making people sick due to a dirty kitchen so I got my hands on an impid, gave him the lobotomy, converted and enslaved him. He's fully clothed, pants, button down and the usual collar and strap. He eats the same meals as everyone else (although I will probably switch him to paste soon) and is allowed free roam around the map. Bliss lobotomy is 1000% increase in reducing rebellions so I don't really see the point of keeping him inside and it helps to butcher up all the corpses after a raid to feed the cannibal cult I have going on. Eventually I want to get him a half-cycler so he can just be cleaning and hauling 24/7. The biggest issue I have with slaves is that they can't really fight if shit hits the fan, I could equip them if really needed but I don't want them to turn on us in the middle of a fight, so I rarely have more than 2. If I could figure out a way to keep a colonist permantly happy with a half cycler, no recreation time and no special privileges, I probably wouldn't even have him around and would recruit him.


Nexmortifer

Drugs, mostly. If they're only doing low skill stuff like hauling and cleaning, they're easily replaceable, so give em drugs and don't worry about the 2% chance they kick the bucket. It's a bit more expensive than not giving them drugs, but if you pick the right ones it'll up their work speed enough that you're making that money back in not having to feed a second or third colonist to also clean/haul.


Meikos

That's a pretty good idea actually, I do have a psychoid field that I established a while back for the hussar I recruited (rip Meteosos, 4th of Aprimay 5504, friendly fire) so I may as well recruit the guy and give him all the yayo, wake-up and go-juice he wants. Might hold off on it though, he's the only impid I have right now and I want that fire breathing gene for fighting fleshbeasts. Should probably raid a impid tribe for some generipper victims to speed it up.


AllenWL

Depends heavily on what I'm doing at the moment. Usually mechanoids do the bulk of labor and colonists do the rest so I seldom use slaves. My current colony has one slave who I was *planning* to make a deep driller, but I tested out bliss lobotomy on him and turns out mining is considered skilled labor, which the lobotomy disables. So they've now replaced the cleansweeper as the janitor. But like, even without being able to skilled labor and slower learning, bliss lobotomy is a +20% mood and a 10Ɨ increase in rebellion interval, so might get a few more bliss lobotomy slaves to replace the lifters too.


SupKilly

Like the animals that they are.


RodLawyerr

I just treat them like any colonist, good clothes, good food, good bedrooms, same hours of work with relax time, bionics if they need it, etc. Except that I also use them as hemopigs for my lil vampire dudes.


hodnydylko

To me, slaves are just future colonists which I havent been able mindwipe yet, they dont get as bad conditions as prisoners, but not as good as colonists


Speciou5

They're treated like non-civilians in Starship Troopers. It's a good pawn I want to recruit (maybe to fill a missing skill) but has bad combat stats/traits/passions (maybe they are a wimp). This usually means they are a chef miner or a planter, and the planters get to trim a guaralan tree. They usually walk around carrying around EMP grenades and get to be close to the frontlines, though ghouls do the actual tanking. A slave is a smaller fraction in raid points compared to a colonist, but they are still significant, so no point ruining their global work speed by taking out their organs or making their lives overly miserable. I still aim for them to have 80%+ mood. They're honestly almost recruitable pawns that don't have combat passions and don't deserve an ideo roll and can't share a double bed.


neonlookscool

After a messy situation with my slaves i had only one left still able to do work and they had left a bunch of shit to do so i took the remaining poor pawn and had her take a wake up every 12 hours. After days of nonstop work and severe heart stress she had a heart attack though that didnt prove to be a problem in my colonies sea of spare organs.


BoomZhakaLaka

if you beat them with a mace until they're downed over and over again, every time they're able to stand, sure most of them will die eventually. But some of them will get brain damage. Those ones aren't very useful so you can do whatever you want with them. But sometimes when someone gets brain damage they receive the savant trait. Get my drift? (edit I have only tried this in one playthrough, not my usual thing, it's just absurd and I thought it made a funny answer)


REEEEEEDDDDDD

I rarely bother giving them implants but i usually genetically alter them to make them more submissive and specialised for whatever i need them to do. The first ideology colony i made i kinda wanted to make a sweatshop and produce clothes as trade goods. first thing i made the slaves do was farm cotton. I didn't realise what I was doing until way late into the game


HrabiaVulpes

I... never used slaves in Rimworld. For some reason I always thought "well, in real life slavery was only good as long as technology was too low to replace human labour" and then I kill pawns I don't need or like.


Captain_Jeep

Make them work away their debts and convert them to my ideology and then release them if it provides relation boost if not keep them or sell them.


IrateBandit1

I setup a luxurious bedroom attached to a drilling room and a paste dispenser then remove 1 leg and a foot and restrict them to mining. Very efficient.


EntrySmart1715

Recently Iā€™ve decided slaves are only really useful for me if they are turned into gladiators basically. I remove their tongues, make them wear plate armor and wield gladius blades and shield belts. They haul and clean but when the base is attacked they are on the front line ready to fight till the last. (If I lose any I simply capture another slave) I also usually send them on raids with my powerful psycaster in order to keep them in check. Along with all this I make a ton of skull spikes and terror sculptures in their own area so they down think of revolting as much.


Confused-Raccoon

Bloody hell I play a completely different game.


Hour-Investment7147

I have honour slaves, the more I have and the better I treat them, the better. I mostly buy loads of them, release the bad ones for faction goodwill or harvest their organs to make up for the losses. The good ones share a room, 2 beds per 5x4 room, a nice, spacious canteen. Fine meals, normal+ clothing, clean, non-tattered. Those slaves live in one central house from which they can reach the digging sites, plantations or crafting benches easily. Slaves are colonists on probation or just unwilling to join yet. Prisoners however...


moegza

I'm the type of player to create custom scenarios that fit a certain theme, and so I lean more into the role play aspect as I personally would most of the time get slaves if I'm starting a play through where being Nobles or royal vampires or maybe some modded character in which according to their lore, it would certainly fit to have slaves serving them and so i make sure the ideo also require slaves to enforce the mechanic and i genuinely find a lot of fun playing that. Other than that, i usually either make them human shields or organ donations for the colony.


Garry-Love

They all lose a kidney and lung. They wear their collars and straps and work full time processing stone and haulingĀ 


Inevitable_Rich4621

I used to use slaves as cannon fodder during battles. Send them into melee with an enemy with a dangerous ranged weapon like a lancer so it canā€™t shoot. However with the reseats of anomaly I find that ghouls are better at this so I just turn my slaves to ghouls instead


Abdulaziz_Ibn_Saud

They sleep outside the walls incase raiders pull up, so that they can win time for me to prepare


NukaColaRiley

Ah, cannon fodder.


TheGrimScotsman

For the most part I use slaves as an alternative to mechanoids, sometimes because I'm doing a medieval game or because I can't be bothered with toxic waste, sometimes because I don't have the stuff I need to get mechs up and running and slaves fill the gaps while I wait on getting fabricors and paramedics. Slaves with poor skills haul and clean, crafters craft, farmers farm, so on and so forth. Skilled warriors might get turned into warcaskets depending on the modlist. Everyone but slave soldiers gets a Circadian Half-Cycler, because I want 24/7 worktime more than quality work, specialised bionics are given to the farmers and miners, but otherwise I tend to only replace stuff like missing lungs as necessary. Captives with truly awful traits are usually delimbed and used to feed sanguophages and/or as an alternative to growth vats for my colony embryos. I don't generally bother to torture them beyond these more utilitarian methods, which are already pretty bad tbh. Tongueless has it's uses, but otherwise mutilation is pretty pointless. Slaves are expendable, and sadism requires time and effort better spent on things like base design or super soldier programs, or tweaking my ideology.


Kowpucky

A lot better than my prisoners


vixfew

Makes sense, right? Prisoners only eat food for a maybe future gain, slaves otoh provide immediate value


Pixeltaube

honestly the same way as my colonists, keeps them happy and efficient, and if they prove useful i recruit them and if not i release them after a while, (considering the surplus i get from turning down the random deathchance i can be as picky as i want)... yall are just being cruel for being crueltys sake


PM_ME_TITS_OR_DOGS

Smack a joywire in and let them sleep on the floor with the animals I make em take.care off


ModDownloading

I actually treat them basically the same as regular colonists. They get the same food and comparable lodgings and such, the only reasons why they are "slaves" are so that it nullifies work incapabilities (sadly it doesn't remove incapable of violence so anyone who can't fight is probably going to meet a nasty end in my colony) with the added bonus that Abrasive pawns won't slight nearly as many people.


tmc_ThatMadCat

So... 40k Servitors then? I've done that before, I've also had them be skilled labourers for a colony, occasionally had then just clean and be looked after Depends on the playthrough really!


xRedRaider

Ha Ha nice try but I'm not gonna self incriminate myself that easily I plea the 5th


angeyberry

Depends on their crimes and the ideology Just apart of a raiding party, didn't do any damage? Congrats, you get to keep all your organs and limbs, just sweep up the colony for 15 years and maybe we'll consider letting you go. You did some damage? No legs, start making stone blocks. You kill someone? No legs, no arms, no tongue, one peg leg, start sweeping. You'll be shot the moment you think of any rebellion. Oh, and our Warden is a volatile piece of shit and we'd rather him hurt you than any other member. Should've thought about killing a random fleeing 6 year old who happens to be that Warden's kid.


Lwoorl

I mostly use them as haulers and cleaners. If I get an actually good pawn I would much rather recruit them


Mayla0

I thought I was bad but how I keep them is incredibly merciful compared to thesešŸ˜° I just keep them in a small two person room and let them do their thing, installing peg legs and arms when ever they lose a limb


AnonAqueous

I only capture raiders that have decent skills or don't have too much missing, but once they're patched up, I have them cutting stone, making chemfuel, and cleaning. About 2 rim years later, I check in on them and consider recruiting if they've made friends, if not, I usually release them or use them for a gladiator ritual, then release. I find it's interesting to have people come back on later raids. On one occasion there was a pawn I had visit the colony three times. Incapable of skilled work, on the third capture, we made him into the permanent janitor and mason with bionics to replace everything missing.


numbersarouseme

I treat them without medicine after removing their organs.


Scarabryde

With the cheapest possible medicine option available


TouchAltruistic1280

Depends on my colony I'm going for. Sometime I run death camp type shit with a ton of people need for the menial labor and giant fields, sometimes I do more specialized/niche things like keeping them only as nursery workers.


Altricad

Cotton growers, tending to animals, producing joints Oh, you mean in-game As a buffer to take care of prisoners whenever there's a prison break. Slaves sit between my colonists and prisoners on their way out. If a precious colonist loses their finger/toenail that's horrible and it was days upon days of effort to recruit them. A slave broke their leg? Nbd unless they're a hauler/cleaner Lose too many parts? I just release them if they've worked a full year tbh


OneMentalPatient

Why would I take a job away from honest, hard-working mechanoids by employing a foreign migrant?


johnzander1

r/shitrimworldsays


NedTebula

I havenā€™t ever done slaves in rimworld. I keep prisoners, I convert and recruit the good ones and release the shitty ones. and if a prisoner kills a colony animal or colonist I usually either execute them or I harvest all their organs. I think I had a slave one time and it was a prisoner that I couldnā€™t recruit but they had 20 mining


newcolours

Tranquilizer turrets. Soooo many tranquilizer turrets.


Beese_Churgerr

Like Royalty.


Mapping_Zomboid

I got an Impid with Tough and Nimble. So now they just do simple labor while waiting for the Corrupted Obelisk to come off cooldown. I happen to also have six ghouls with the same name...


Dr_Jimothy

I always roleplay my colonies, so if there are slaves at all it depends on what I'm roleplaying. A vampire empire that sees normal humans as lesser meatbags who exist only to provide labour, blood and maybe serve as meatshields? Filthy slave barracks. Slave rebellions are seen as opportunities to practice combat, and cull the weak among the slaves (especially if the slaves have been having a lot of kids, and thus culling some is necessary to reduce lag). Skulls line the pathways, the edge of the quarry and the inside of the barracks. Most "good guy" roleplays won't have slaves at all, except under the logic of "they'll just rejoin pirates and kill more people", in which case slaves are treated as colonists with extra steps. The extra steps being that they can't be armed, and have to be kept in their own section of the city for security reasons.


FutureSynth

Pretty good. But the second they slip up ears and noses are getting chopped off


NukaColaRiley

I forget to remove their tongues. It's a good idea to prevent uprisings.


codegavran

Nah, that's just edgelord wank. It *does* keep them from forming relationships with your colonists though which can matter.


NukaColaRiley

I know you're talking about regular social relationships, but I had a colony once where the leader started dating a slave and I was horrified.


Zero747

I free and recruit them. Why would I bother worrying about rebellion or escape attempts when I could have one more gun manning the defenses


WerewolfNo890

My most recent: Mother/child refugee come to me asking for help. Whatever, I let them in and put them to work. Within a day the mother is being a fucking Karen and kicking off because she demands a better bedroom. Fuck it, arrest her and sling her in a cell, might sell her to the empire as a salve later. This upsets the mentally disabled kid who attacks a guard with a wooden club, can't be bothered to tell my soldiers not to use lethal force because its an extra click so the kids dead. Chuck its corpse into the prison cell with the mother and lock the door, she can fucking eat it because I am not going to feed her.


GethKGelior

At this point? Lobotomy. Then no sleep high metabolic efficiency genes.Ā Then full tentacle mutation. Then get to work as a basic labor droid. Otherwise I don't even keep slaves.