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== Slaves (Ideology DLC) ==
 
== Slaves (Ideology DLC) ==
 
{{Main|Slavery#Ideology}}
 
{{Main|Slavery#Ideology}}
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].
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With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero.
  
Compared to colonists, slaves have a large mood boost and no recreation need. However, they work at 85% speed, and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.
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Although slaves are controllable and appear in the colonist bar, they work at 85% speed and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by [[mood]], [[suppression]], proximity of weapons, and the presence of colonists.
  
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.
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Slaves provide a variable mood increase or decrease, depeding on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed.
  
 
== Prisoners ==  
 
== Prisoners ==  

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