

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.
#Rimworld ideology slave to colonist free#
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.
