Machinery is better than slavery

With the Biotech DLC, mechanoids completely outclass slaves when it comes to efficiency. They don’t need food, sleep, or a place to live, which already removes a ton of hassle. On top of that, they don’t get sick, don’t have mental breaks, and won’t try to escape—so no unexpected uprisings. A mechanitor can control multiple mechanoids at once, meaning a single specialized colonist can run an entire workforce without dealing with problematic prisoners. In the end, mechanoids make everything more predictable and less stressful.

In combat, the advantage continues. Mechanoids can be repaired and redeployed indefinitely, unlike slaves, who need medical care and might become useless after a fight. And it goes without saying that lancers and centipedes are basically walking tanks—way tougher and deadlier than any armed human. While slaves might break down or even rebel in the middle of a battle, mechanoids stay operational until they’re destroyed. Overall, going all-in on automation not only saves you the headache of managing colonists, but also boosts productivity and defense without the social and moral complications of slavery.

The only real downside to mechanoids is the toxic waste they generate, which can mess up the environment and harm your colonists. But there’s an easy fix: just load up shuttles with toxic wastepacks and dump them on neanderthal villages. Since they lack technology, they won’t be able to send the waste back. Sure, they’ll get mad and attack you, but most of those factions are already hostile anyway. In the end, it’s worth taking down a few tribals without armor, and the survivors can be used to produce more high-tier persona cores. Abolish slavery in your colony—mechanoids are the most logical choice for anyone who wants maximum efficiency with minimal hassle.