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Slaves
Posted: Sun Jun 01, 2025 6:52 pm
by Lucidor
I scooped up an escape pod today, thinking I was doing a good deed. Instead I got cornered in the customs and accused of being a slave trader. Luckily they were fairly reasonable when I handed over the "slave" and even paid me five credits for the loss of my "goods".
However, wouldn't it be nice if you got the option to choose what to do with slaves when you enter a docking facility?
- If it's a fugitives or offenders you could hand them over to the police and get a reward.
- You could choose to set them free and have a "career" as an anti-slave activist. Going around and buying up slaves to release them in other systems might not be an entirely good idea since you're creating a market for kidnappers, but still it might feel good to do it at times.
This probably ought to be done as soon as you dock. Even the selling. Selling could include the risk of getting caught.
And I've noticed that the same goods are illegal in all systems. I grew up with FEII where different systems had different items that were illegal which IMO made things more interesting. If that was introduced, some systems might take objection to setting slaves free too as they might not want immigrants with unknown skills, or even to anyone wanting to make a home in their system for whatever reason.
Re: Slaves
Posted: Sun Jun 01, 2025 7:21 pm
by Cholmondely
Slaves in the Vanilla game are a bit odd (Classic Elite origins, I presume). And a plethora of OXPs have been written to try to normalise things.
https://wiki.alioth.net/index.php/Slaves
Re: Slaves
Posted: Sun Jun 01, 2025 8:15 pm
by Lucidor
Do you have any suggestions? I didn't find any when I looked for slave in the OXP list.
Re: Slaves
Posted: Sun Jun 01, 2025 8:37 pm
by Wildeblood
Lucidor wrote: ↑Sun Jun 01, 2025 8:15 pm
Do you have any suggestions? I didn't find any when I looked for slave in the OXP list.
You could do me a favour by trying this under-developed one, and reporting your disappointments:-
https://wiki.alioth.net/index.php/Free_The_Slaves!_NGO
Re: Slaves
Posted: Sun Jun 01, 2025 9:24 pm
by Lucidor
It seems to work just fine! I got five credits per ton and my criminal record was cleaned. Not much different from the previous experience with GalCop except that the slaves were freed immediately now instead of being sent to a rehabilitation facility.
What do you think of my other suggestions? Could they be included in this OXP?
Re: Slaves
Posted: Sun Jun 01, 2025 10:32 pm
by phkb
Lucidor wrote: ↑Sun Jun 01, 2025 6:52 pm
However, wouldn't it be nice if you got the option to choose what to do with slaves when you enter a docking facility?
Try the
Illegal Goods Tweak mod.
Lucidor wrote: ↑Sun Jun 01, 2025 6:52 pm
And I've noticed that the same goods are illegal in all systems.
Try
Smugglers - The Galactic Underworld mod.
Re: Slaves
Posted: Mon Jun 02, 2025 11:02 am
by Lucidor
phkb wrote: ↑Sun Jun 01, 2025 10:32 pm
Thanks! I wonder why this one isn't in OoliteStarter..
Re: Slaves
Posted: Tue Jun 03, 2025 7:02 am
by phkb
Lucidor wrote: ↑Mon Jun 02, 2025 11:02 am
Thanks! I wonder why this one isn't in OoliteStarter..
Well, it should be.

Re: Slaves
Posted: Tue Jun 03, 2025 10:50 pm
by Cholmondely
Lucidor wrote: ↑Sun Jun 01, 2025 6:52 pm
I scooped up an escape pod today, thinking I was doing a good deed. Instead I got cornered in the customs and accused of being a slave trader. Luckily they were fairly reasonable when I handed over the "slave" and even paid me five credits for the loss of my "goods".
However, wouldn't it be nice if you got the option to choose what to do with slaves when you enter a docking facility?
- If it's a fugitives or offenders you could hand them over to the police and get a reward.
- You could choose to set them free and have a "career" as an anti-slave activist. Going around and buying up slaves to release them in other systems might not be an entirely good idea since you're creating a market for kidnappers, but still it might feel good to do it at times.
This probably ought to be done as soon as you dock. Even the selling. Selling could include the risk of getting caught.
On your list,
1) if they are fugitives and offenders who have been punished by being enslaved, why would you get a reward? Only if they had been freed - in which case they are the same as the pirates in my game, where I get rewarded for scooping them if I land at a GalCop-aligned station.
2) Is already a choice with the Illegal Goods Tweak OXP - you can release them yourself
or do so via Amnesty Intergalactic
or keep them as slaves and try and bribe customs to look the other way.
So what did you end up doing about this issue?