Slaves will occasionally rebel, staging something similar to a prison break. If you want both to be together, you need to make either both slaves or both colonists. This is troublesome, as slaves cannot be assigned to the same bed as a colonist, but can still sleep in the same room. Slaves can start relationships with any other slave or even another colonist. This is typically much faster than reducing their resistance and recruiting them, allowing faster acquisition of pawns in exchange for the conditions and effects slavery imposes. Slaves can be created by reducing the will of a prisoner to zero. Slaves do not have the default expectations of colonists, instead they have unique expectations with a generally higher mood boost. Suffers a x0.85 multiplier to Global Work Speed which in turn reduces: Animal Gather Speed, Butchery Speed, Construction Speed, Cooking Speed, Deep Drilling Speed, General Labor Speed, Mechanoid Shredding Speed, Mining Speed, Plant Work Speed, Research Speed, Smelting Speed, Smoothing Speed.Currently unclear if they can do other social activities like trade. Slaves are also incapable of synthesising Drugs (cooking Drugs is still possible). New incapabilities: cannot hunt, make art, research or warden.Significantly easier to enslave than recruit.Will never insult or social fight with non-slave pawns.Ignore all work type incapabilities except that which slavery itself adds, therefore pawns with many incapabilities can actually be more useful as slaves.Slave specific expectations meaning higher base mood.Slaves are controllable, like normal colonists, but with unique mechanics and restrictions. Please note that it will not be present without the DLC enabled.
This information relates to content added by the Ideology DLC. Alternatively, you can stuff all of your pawns into cryptosleep caskets or give them extra high accommodation to prepare for the massive mood debuff and have the best psychopath trader (if using the cryptosleep tactic, otherwise, use the best trader colony-wide) sell as many slaves as possible. Traders generally only stay for around two days, and only appear occasionally, meaning that it will be hard making slavery the main source of profit for the colony. One way of dealing with this is to sell only 1-2 slaves every day in the late game, when pawns can take drugs and eat lavish meals, and avoiding slavery altogether in the early game. There is no way to mitigate the negative moodlet. Unless you have a colony of psychos, selling slaves may bring down your colony by lowering the moods of pawns by large increments.
Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. Slavery is a quick way to get decent amounts of money quickly.