Slavery (and "freed slave" buff)

Started by Harold3456, November 28, 2016, 09:07:28 PM

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Harold3456

How about a mechanic that allows colonists to keep slaves?

I've been playing around with custom colonies a bit, and now that the whole "do a serious colony" thing has been done, I really want to do one on the other end of the spectrum: a bunch of psychotic sadists, perhaps. That made me start thinking that slavery could be a neat mechanic to have ingame.

It would be on the Prisoner tab, maybe under "Chat and recruit" you'd have something like "break and enslave". After you successfully get a slave, he'd have to sleep in "slave quarters", and be assigned certain "slave allowed areas". He'd also be treated like a prisoner in that you can decide if he gets food or medicine, and he's still presided over by a warden.

As a slave, he'd give your colonists a very slim debuff if he died (slimmer than a fellow colonist). He could be sold, released, or executed just like a prisoner. He could even be recaptured as a prisoner, and then recruited as a normal colonist. He'd be capable of staging a slave revolt, similar to a prison revolt.

Semi-related, but I also think that slaves you purchase from pirate traders or trade caravans should have a "freed slave" mood buff that lasts for a season or so. Some gratitude would be nice!

So, thoughts?

Guluere

#1
Quote from: Harold3456 on November 28, 2016, 09:07:28 PM
How about a mechanic that allows colonists to keep slaves?

I've been playing around with custom colonies a bit, and now that the whole "do a serious colony" thing has been done, I really want to do one on the other end of the spectrum: a bunch of psychotic sadists, perhaps. That made me start thinking that slavery could be a neat mechanic to have ingame.

It would be on the Prisoner tab, maybe under "Chat and recruit" you'd have something like "break and enslave". After you successfully get a slave, he'd have to sleep in "slave quarters", and be assigned certain "slave allowed areas". He'd also be treated like a prisoner in that you can decide if he gets food or medicine, and he's still presided over by a warden.

As a slave, he'd give your colonists a very slim debuff if he died (slimmer than a fellow colonist). He could be sold, released, or executed just like a prisoner. He could even be recaptured as a prisoner, and then recruited as a normal colonist. He'd be capable of staging a slave revolt, similar to a prison revolt.

Semi-related, but I also think that slaves you purchase from pirate traders or trade caravans should have a "freed slave" mood buff that lasts for a season or so. Some gratitude would be nice!

So, thoughts?

The slave should be allowed outside, in chains, to help in labor and each colonist will have a debuff when ever they see him working. And psychopath colonist will get a buff. If he tries to run away, he is slowed by some % because of the chains and the nearest colonist to him would automatically try to get him back.

Each time you succeed in getting him back, the slave would slowly decide not to rebel and just accept that this is his life now.

He cannot craft, build or research. He can revolt by trying to get a gun or run away. That would be nice. +1



daduhweewah

I have a feeling this will make it in eventually, its too good not to put in.  I haven't been around the game long enough to see if any suggestions make it through, but this is one of the best I have seen and I hope it gets through to being apart of the game, and it probably would qualify as being put into the cheap suggestions. I cant imagine this would be a crazy amount of work to do.

Konscience

#5
That would be a great idea, I'm into this!

But
Quote from: Guluere on November 29, 2016, 12:03:11 AM
And psychopath colonist will get a buff
That's just not how it work.
The psychopath trait in this game refer to the inability to feel emotions, so they shouldn't have neither buff nor debuff.
I assume you where thinking of sadist, (which could be a thing since there is masochist and bloodlust but not sadist)

Thirite

It's already a mod for A14. The author plans to finish it when the game leaves alpha stage.