This is a pretty neat idea! If they're managed like animals, then we can set up Slave Zones, much like the Animal Zones, to designate where slaves are allowed to be. This zone could automatically grow and shrink with prison cell/barrack designations.
Maybe prisoners won't automatically become slaves, but rather there could be an option of interaction with a prisoner like "Friendly Chat" and "Release," where you can select "Enslave."
But I think that maybe slaves should be initially limited to dumb labor (cleaning, hauling, plant cutting) if they can do them, and maybe have to be convinced by the Warden to use more valuable skills like mining, planting, and cooking. This would be like training an animal. Obviously, they won't be able to do skills like Warden, or Hunt. I highly doubt that skills like Doctor, Social or Intellectual would be allowed for slaves. I am fairly positive that allowing slaves to Craft or Construct would make them OP.
And, maybe there are still risks to slave labor. The mood of the slave will convince them to be disobedient. Disobedience could include the following actions by slaves:
-Refusal to work (player will be notified)
-Stealing items in their allowed slave area (of course, you wouldn't know if they did until you click on them and saw their inventory)
-Attacking colonists (player will be notified)
-Escape attempts (and because of this one, players will be discouraged to designate slave zones outside where they can escape much more easily) (also, player will be notified)
Since you can't know when someone's stealing stuff, you could give wardens the ability to beat down any slave at any time, and if they drop something, they'll be punished for stealing.
There could also be a policy system for punishing slaves, as well as a time restriction scheduling much like that of the colonists, except that, by default, slaves are restricted to the default slave zone, which is set up the moment a cell or prison barrack is designated.
This slave punishment policy system could be a lot like Prison Architect's system, where different acts of Disobedience will result in different punishments. Punishments could include beatings, meal restriction, lockup, or excecution. Multiple punishments can be dealt for the same disobedient act. Punishment could also forcefully improve the slave's mood for a period of time, and the harsher the punishment, the longer they'll go without disobedience.
Along with this, there could be more traits that can affect how the slave will act in prison, including reaction to punishments.
Or maybe instead of just being based on mood, slaves should have another meter labelled "Submission," which determines the likeliness of a slave's disobedience.
Maybe prisoners won't automatically become slaves, but rather there could be an option of interaction with a prisoner like "Friendly Chat" and "Release," where you can select "Enslave."
But I think that maybe slaves should be initially limited to dumb labor (cleaning, hauling, plant cutting) if they can do them, and maybe have to be convinced by the Warden to use more valuable skills like mining, planting, and cooking. This would be like training an animal. Obviously, they won't be able to do skills like Warden, or Hunt. I highly doubt that skills like Doctor, Social or Intellectual would be allowed for slaves. I am fairly positive that allowing slaves to Craft or Construct would make them OP.
And, maybe there are still risks to slave labor. The mood of the slave will convince them to be disobedient. Disobedience could include the following actions by slaves:
-Refusal to work (player will be notified)
-Stealing items in their allowed slave area (of course, you wouldn't know if they did until you click on them and saw their inventory)
-Attacking colonists (player will be notified)
-Escape attempts (and because of this one, players will be discouraged to designate slave zones outside where they can escape much more easily) (also, player will be notified)
Since you can't know when someone's stealing stuff, you could give wardens the ability to beat down any slave at any time, and if they drop something, they'll be punished for stealing.
There could also be a policy system for punishing slaves, as well as a time restriction scheduling much like that of the colonists, except that, by default, slaves are restricted to the default slave zone, which is set up the moment a cell or prison barrack is designated.
This slave punishment policy system could be a lot like Prison Architect's system, where different acts of Disobedience will result in different punishments. Punishments could include beatings, meal restriction, lockup, or excecution. Multiple punishments can be dealt for the same disobedient act. Punishment could also forcefully improve the slave's mood for a period of time, and the harsher the punishment, the longer they'll go without disobedience.
Along with this, there could be more traits that can affect how the slave will act in prison, including reaction to punishments.
Or maybe instead of just being based on mood, slaves should have another meter labelled "Submission," which determines the likeliness of a slave's disobedience.