Editing Human resources
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 142: | Line 142: | ||
== 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 | + | With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. |
− | + | 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 | + | 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 == |