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**''Ideology'' introduces base game support of slavery, where captured pawns can be forced to do menial labor for the colony albeit at reduced speed. Therefore, the player has every incentive to lock up the soon-to-be-converted in conditions of ''absolute squalor'' in order to hasten the process. Their certainty gain rate will slow down or even reverse if they're ''very'' unhappy. The way to do this is to reduce their certainty in their initial low enough that they will be converted should the attempt to do so bring it down to 0%. **The system for converting pawns to your Ideology has shades of this. Depending on the player, it can be easy to prove Rousseau ] or that he was ]. Even worse, there is actually a meme that ''requires'' you to do this from time to time to keep your colony happy without the leader needing to do anything except carry out the grisly duty. Worse, one of the memes even allow your colonists to take ''satisfaction'' in the execution of the guilty, making this a viable stop-gap measure of keeping your colony happy. This ability's success chance is dependent on the leader's Social stat, meaning that a charismatic leader can hold ] willy-nilly just to get rid of nuisances. If successful, the accused can be imprisoned, banished, and even ''executed'' without much fuss from the other colonists. Representing your faction in diplomacy, the leader comes with a variety of abilities emphasizing their duties in the colony, including the ability to accuse any colonist of wrongdoing, ''regardless of actual level of guilty''. **One of the roles packaged with ''Ideology'' is the Leader. Given the isolation of the worlds in the setting due to the inability of humanity to travel faster than light, any encounter with a colony could potentially be a brutal shock for the unprepared visitor. Some religions can even be created as corruptions of real-world religions.
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While peaceful communes of nature lovers and societies of AI worshipping body modders can be created, ''nothing'' is stopping the players from creating cannibalistic cults of human-sacrificing raiders and brutal dictatorships of ] and ] built on the backs of slaves of the maligned gender. * With the addition of the Ideology DLC, players can create any religion they want especially with the Vanilla Expanded Ideology and Memes mod. ** At the very least, you can take pets along if you anaesthetize them first. This begs the question, since Mechanoids up to this point have been entirely hostile to all human life, why the hell do the people controlling them want to destroy entire civilizations with these killer robots? * ''Biotech'' reveals that Mechanoids are controlled by humans psychically, and it's possible to extract an implant from someone to create and control them yourself. For a player in dire need of certain resources and potential slaves/sacrifices out of the defenders, the temptation can become too great to ignore. Though they can belong to one of the major factions of the world and are guarded by some of their members, most of the time these camps belong to factions too unimportant for any diplomatic relations to be affected by should something happens to them. * ''Ideology '' adds resource gathering camps on the world map that can appear at any time, stay for at least 30 days, and contain not only relevant resources but buildings that can be disassembled for resources. This begs the question, since Mechanoids up to this point have been entirely hostile to all human life, why the hell do the people controlling them want to destroy entire civilizations with these killer robots? ignore.
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