



Allows you to take prisoners as slaves. Allows you to take prisoners as slaves.

How to Capture a Slave

What Can Slaves Do?

Emancipating Slaves

Buying and Selling Slaves

Note

Disclaimer

Changelog

Download for B18

Download for A17

Permissions

You'll first need to make a Slave Collar at either the Smithy or Machining Table, then in the Prisoner Tab, select the new option, "Enslave". After that your warden will fasten it to their neck, and presto! They're now a useful member of your slave-driving colony. Slaves typically won't be happy about their situation and will make repeated escape attempts until their willpower has been broken. You can get a general idea of how low their willpower is from checking the negative mood effect of their "Enslaved" thought: it starts at a -15 mood penalty and rises from there. When a slave attempts to escape, you'll have to send out a pawn to catch them; assuming you're successful, they'll be carried to a prison cell where they will be interned for a few hours. After that they will resume their duties as a slave.Currently they function very similarly to a normal colonist-- able to perform typical jobs, be designated colonist beds, may be drafted, etc. Of course they will probably still try to escape.Toggle on the "Emancipate" gizmo after selecting a slave. A warden will then autonomously set them free, or you may prioritize it like most other orders. Once this is done, they will be considered a released prisoner and leave for home. However, if you emancipate a slave while they are in a prison cell, they will stay as your prisoner- though freed of slavery.Slaves can be purchased from the same traders as in vanilla- but will now maintain status as a slave when they join your colony. You may also sell any slave in your colony in the same way you would sell a prisoner. Slaves purchased from a trader will already have their willpower broken, and will typically not attempt to escape (with the exclusion of Iron willed pawns).This is still a work in progress, but it seems pretty stable from my quick tests. It should be suitable for normal (non-debugging) gameplay but I'm sure the balance is likely in need of refining.This mod is not meant to condone real world slavery, whether past or present. If you can't differentiate between a videogame and real life then you shouldn't be playing RimWorld to begin with.v0.5k - Slaves now can be shackled to reduce their speedv0.5j - More noticeable alert for escaping slave and reverted collar indestructibilityv0.5i - Reworked mechanics for freeing slaves to use a toggle buttonv0.5h - Updated to B18v0.5g - Fixing various bugs before moving to v0.6v0.5 - Added Tribal Slave Collar and disabled leftover debugging codev0.4 - Fixed slaves escaping when indoorsv0.3 - Added new thought "SlaveColony", fixed slaves losing work priorities on escape attemptv0.2 - Integrated buying/selling of slave with vanilla tradersv0.1 - Initial releaseConsider it licensed CC-BY-NC-SA