Difference between revisions of "War crimes"

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=== Torture and Inhumane Experiments ===
 
=== Torture and Inhumane Experiments ===
Torture can be performed using the [[mindscrew]], although you do have to pay Tynan{{RoyaltyIcon}} 20 bucks to do it. The mindscrew provides a +20% pain, able to incapacitate wimps permanently. Even if your guest leaves (although very unlikely), they will not be able to remove it. The mindscrew can be crafted with {{Q|Mindscrew|Required Resources}} after brain wiring has been [[research]]ed (requires 1 [[techprint]]). You could also make the pawn go hungry, and only feed them once they become incapacitated from malnutrition. Or, you could give them a [[nuclear stomach]], and laugh as your stinky prisoner (oops, did I say stinky prisoner? I meant "our valued guest!") starts to suffer from [[carcinoma]]. If you really want to go hardcore, you could wait until Randy blesses your colony with a toxic fallout, and have the prisoner bathe in the fallout 24/7. Occasionally, transfer to a "recovery room" to prevent them from dying, then put them back in the fallout after the toxic fallout severity falls to moderate. They will get dementia and carcinoma! Two for the price of one!
+
Torture can be performed using the [[mindscrew]], although you do have to pay Tynan{{RoyaltyIcon}} 20 bucks to do it. The mindscrew provides a +20% pain, able to incapacitate wimps permanently. Even if your guest leaves (although very unlikely), they will not be able to remove it. The mindscrew can be crafted with {{Q|Mindscrew|Required Resources}} after brain wiring has been [[research]]ed (requires 1 [[techprint]]). You could also make the pawn go hungry, and only feed them once they become incapacitated from malnutrition. Or, you could give them a [[nuclear stomach]], and laugh as your stinky prisoner (oops, did I say stinky prisoner? I meant "our valued guest!") starts to suffer from [[carcinoma]]. If you really want to go hardcore, you could wait until Randy blesses your colony with a toxic fallout, and have the prisoner bathe in the fallout 24/7. Occasionally, transfer to a "recovery room" to prevent them from dying, then put them back in the fallout after the toxic fallout severity falls to moderate. They will get dementia and carcinoma! Two for the price of one! Are you having trouble with prisoners escaping? Just install two peg legs on your prisoner (even if they have healthy legs) then remove the peg legs, now your "guests" have no legs, so your future organ donors can't escape!
  
 
=== Slavery ===
 
=== Slavery ===
Slavery, like most other war crimes (except for vanilla torture, razing, and systematic genocide) is profitable. On a nice day, you can sell tens of slaves, netting thousands of delectable [[silver]] coins. To facilitate easier slave capturing, use fast-firing, lower damage machine guns such as the [[LMG]] or the [[Minigun]] to bring down as many enemies as possible. Throw them into our "hotel", then, when a nice slave or pirate trader drops by, sell the lot!
+
Slavery, like most other war crimes (except for vanilla torture, razing, and systematic genocide) is profitable. On a nice day, you can sell tens of slaves, netting thousands of delectable [[silver]] coins. To facilitate easier slave capturing, use fast-firing, lower damage machine guns such as the [[LMG]] or the [[Minigun]] or the burn box killbox (this prevents the raiders from dying on down as the cause of death is heatstroke) to bring down as many enemies as possible. Throw them into our "hotel", then, when a nice slave or pirate trader drops by, sell the lot!
  
 
=== Forced Conversion ===
 
=== Forced Conversion ===
 
With Tynan{{IdeologyIcon}}, humanity has proven time and time again that they fight against each other over ideology, so why don't force them to convert? But does it stop you from purging some tribal village and force them to embrace your ideology that war crime isn't crime if everyone agrees? Of course no, but why you should? Too lazy to assign pawn to convert them? Just deprive the "lost lambs" from any comfort of world pleasure and let the mental crisis unfolds and decrease their faith, then strike when its low enough with salvation. That or just let them suffer even more before they decide a random faith until they embrace yours.
 
With Tynan{{IdeologyIcon}}, humanity has proven time and time again that they fight against each other over ideology, so why don't force them to convert? But does it stop you from purging some tribal village and force them to embrace your ideology that war crime isn't crime if everyone agrees? Of course no, but why you should? Too lazy to assign pawn to convert them? Just deprive the "lost lambs" from any comfort of world pleasure and let the mental crisis unfolds and decrease their faith, then strike when its low enough with salvation. That or just let them suffer even more before they decide a random faith until they embrace yours.
 +
 +
=== Forced drug use ===
 +
You can force your "guests" to take drugs if unhappy, or alternatively, with the ideology DLC, you can make raiders high using the autobong, to do this, make a small room near your killbox, place autobongs there, connect this room to your killbox via vents, and now your raiders are all high, which reduces their shooting accuracy
 +
 +
=== Genocide/racism ===
 +
With biotech, you can be racist to other people by judging them by their race, only accepting people that are your custom xenotype, this way you are racist to other xenotypes and won't accept them just because they are a different xenotype, genocide can also be committed by destroying the faction bases of the other xenotypes just because their xenotype is harder to deal with when they attack you.
 +
You can even use this in combination with your custom Ideoligion's preferred xenotype list to get mood bonuses for having a homogenous colony.
  
 
== War Crimes ==
 
== War Crimes ==
 
While in combat, you can also commit these crimes!
 
While in combat, you can also commit these crimes!
=== Firing on retreating/surrendering soldiers ===
 
Maybe you had a bad day, or something happened. This is one of the most simple war crimes, and most RimWorld players commit it inadvertently or on purpose. Just chase the running raiders and shoot them while they scream in pain! This may not be advised if you have the mod Run and Gun installed, as a lucky shot from a raider may decapitate one of your pawns. If that happens, bring em' in for some "''special''" treatment using the tactics described above.
 
  
 
=== Wanton destruction of cities, towns or villages ===
 
=== Wanton destruction of cities, towns or villages ===
Once you have summarily executed (or enslaved), you can burn down the villages of your enemies (though you may want to loot the towns before you utterly destroy the tile)!  For more overkill, use mods with more bombs, like the nukes mod, rimatomics, or VFEM! After firing, the area will be, well, a large, irradiated crater in the middle of a once peaceful meadow inhabited by some peaceful tribals. Alternatively, go wild and throw molotovs everywhere, and burn everything to the ground.
+
Once you have summarily executed (or enslaved), you can burn down the villages of your enemies (though you may want to loot the towns before you utterly destroy the tile)!  For more overkill, use antigrain warheads or mods with more bombs, like the nukes mod, rimatomics, or VFEM! After firing, the area will be, well, a large, irradiated crater in the middle of a once peaceful meadow inhabited by some peaceful tribals. Alternatively, go wild and throw molotovs everywhere, and burn everything to the ground.
  
 
===Indiscriminate killing===
 
===Indiscriminate killing===
 
Indiscriminate killing is a staple of Rimworld! [[Tribal]] factions are common and easy targets to exterminate. A common practice is raiding settlements and gunning down every tribal inhabitant. If your wonderful "hotel" is looking empty, be sure to take some "guests" to inhabit it.
 
Indiscriminate killing is a staple of Rimworld! [[Tribal]] factions are common and easy targets to exterminate. A common practice is raiding settlements and gunning down every tribal inhabitant. If your wonderful "hotel" is looking empty, be sure to take some "guests" to inhabit it.
 
With the [[Ideology DLC]], you can perform public executions, gladiator fights, sacrifices, and more. With an [[orbital bombardment targeter]], you can eviscerate villages with the push of a button. Your mission is complete once every tribal has been wiped off the face of the rimworld you inhabit.
 
With the [[Ideology DLC]], you can perform public executions, gladiator fights, sacrifices, and more. With an [[orbital bombardment targeter]], you can eviscerate villages with the push of a button. Your mission is complete once every tribal has been wiped off the face of the rimworld you inhabit.
 +
 +
=== Child soldiers ===
 +
Both the player and different NPC factions can send pawns as young as 14 into battle. With [[Biotech]], [[children]] can fight from the age of 3 - though you have to enable child enemies in the custom difficulty options. The use of children under the age of 15 as soldiers is a war crime under several pieces of international law, and the use of children under the age of 18 in several others including the UNCRC.
 +
 +
Keep in mind [[biosculpter pod]]s only de-age you to a minimum of 13 as well, so it is not a case of a pawn living for longer and then being de-aged to below the line. These pawns have only lived for that long.
 +
(Child soldiers are not very effective)
 +
 +
=== Child organ farms ===
 +
With the biotech DLC children are added into the game, unlike in real life, rimworld children(even newborns) drop adult sized organs, this, combined with growth vats raising children in 9 days per child, can create a child organ farm, which raises children in vats and organ harvests them as soon as they are born, maximizing profit(someone calculate how profitable this is compared to other methods eg. selling flake) though this does provide a stacking -30 mood debuff for the "parents" this can be counteracted by having several comatose/legless prisoners which can double as hemogen farms.

Latest revision as of 01:45, 14 November 2023

So you want to know what war crimes you can commit in RimWorld? Maybe you even bought the game because of the many war crimes you can commit. Maybe some certain YouTubers convinced you to buy it. Well you came to the right place!

War crimes are much, much better with mods. Look to the end to find a list of mods you can use to enhance your "deep space organ harvesting" experience!

Crimes against humanity[edit]

This section is probably the one you want to read about the most. RimWorld has plenty of committable crimes against humanity, from non-consensual organ arbitrage on our "guests" to unwilling euthanization of our valued guests. This section will teach you how to commit these war crimes and who to choose as your honored "guest".

Torture and Inhumane Experiments[edit]

Torture can be performed using the mindscrew, although you do have to pay TynanContent added by the Royalty DLC 20 bucks to do it. The mindscrew provides a +20% pain, able to incapacitate wimps permanently. Even if your guest leaves (although very unlikely), they will not be able to remove it. The mindscrew can be crafted with after brain wiring has been researched (requires 1 techprint). You could also make the pawn go hungry, and only feed them once they become incapacitated from malnutrition. Or, you could give them a nuclear stomach, and laugh as your stinky prisoner (oops, did I say stinky prisoner? I meant "our valued guest!") starts to suffer from carcinoma. If you really want to go hardcore, you could wait until Randy blesses your colony with a toxic fallout, and have the prisoner bathe in the fallout 24/7. Occasionally, transfer to a "recovery room" to prevent them from dying, then put them back in the fallout after the toxic fallout severity falls to moderate. They will get dementia and carcinoma! Two for the price of one! Are you having trouble with prisoners escaping? Just install two peg legs on your prisoner (even if they have healthy legs) then remove the peg legs, now your "guests" have no legs, so your future organ donors can't escape!

Slavery[edit]

Slavery, like most other war crimes (except for vanilla torture, razing, and systematic genocide) is profitable. On a nice day, you can sell tens of slaves, netting thousands of delectable silver coins. To facilitate easier slave capturing, use fast-firing, lower damage machine guns such as the LMG or the Minigun or the burn box killbox (this prevents the raiders from dying on down as the cause of death is heatstroke) to bring down as many enemies as possible. Throw them into our "hotel", then, when a nice slave or pirate trader drops by, sell the lot!

Forced Conversion[edit]

With TynanContent added by the Ideology DLC, humanity has proven time and time again that they fight against each other over ideology, so why don't force them to convert? But does it stop you from purging some tribal village and force them to embrace your ideology that war crime isn't crime if everyone agrees? Of course no, but why you should? Too lazy to assign pawn to convert them? Just deprive the "lost lambs" from any comfort of world pleasure and let the mental crisis unfolds and decrease their faith, then strike when its low enough with salvation. That or just let them suffer even more before they decide a random faith until they embrace yours.

Forced drug use[edit]

You can force your "guests" to take drugs if unhappy, or alternatively, with the ideology DLC, you can make raiders high using the autobong, to do this, make a small room near your killbox, place autobongs there, connect this room to your killbox via vents, and now your raiders are all high, which reduces their shooting accuracy

Genocide/racism[edit]

With biotech, you can be racist to other people by judging them by their race, only accepting people that are your custom xenotype, this way you are racist to other xenotypes and won't accept them just because they are a different xenotype, genocide can also be committed by destroying the faction bases of the other xenotypes just because their xenotype is harder to deal with when they attack you. You can even use this in combination with your custom Ideoligion's preferred xenotype list to get mood bonuses for having a homogenous colony.

War Crimes[edit]

While in combat, you can also commit these crimes!

Wanton destruction of cities, towns or villages[edit]

Once you have summarily executed (or enslaved), you can burn down the villages of your enemies (though you may want to loot the towns before you utterly destroy the tile)! For more overkill, use antigrain warheads or mods with more bombs, like the nukes mod, rimatomics, or VFEM! After firing, the area will be, well, a large, irradiated crater in the middle of a once peaceful meadow inhabited by some peaceful tribals. Alternatively, go wild and throw molotovs everywhere, and burn everything to the ground.

Indiscriminate killing[edit]

Indiscriminate killing is a staple of Rimworld! Tribal factions are common and easy targets to exterminate. A common practice is raiding settlements and gunning down every tribal inhabitant. If your wonderful "hotel" is looking empty, be sure to take some "guests" to inhabit it. With the Ideology DLC, you can perform public executions, gladiator fights, sacrifices, and more. With an orbital bombardment targeter, you can eviscerate villages with the push of a button. Your mission is complete once every tribal has been wiped off the face of the rimworld you inhabit.

Child soldiers[edit]

Both the player and different NPC factions can send pawns as young as 14 into battle. With Biotech, children can fight from the age of 3 - though you have to enable child enemies in the custom difficulty options. The use of children under the age of 15 as soldiers is a war crime under several pieces of international law, and the use of children under the age of 18 in several others including the UNCRC.

Keep in mind biosculpter pods only de-age you to a minimum of 13 as well, so it is not a case of a pawn living for longer and then being de-aged to below the line. These pawns have only lived for that long. (Child soldiers are not very effective)

Child organ farms[edit]

With the biotech DLC children are added into the game, unlike in real life, rimworld children(even newborns) drop adult sized organs, this, combined with growth vats raising children in 9 days per child, can create a child organ farm, which raises children in vats and organ harvests them as soon as they are born, maximizing profit(someone calculate how profitable this is compared to other methods eg. selling flake) though this does provide a stacking -30 mood debuff for the "parents" this can be counteracted by having several comatose/legless prisoners which can double as hemogen farms.