User:Hordes/Prisoner

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Prisoner preview.png

Prisoners are people who have been taken captive. This usually includes raiders, but colonists can be imprisoned too.

Capturing prisoners

In order to capture any prisoner, you need a valid prison, which is enclosed and has an open bed or sleeping spot (See #Prisons below).

The gameplay steps required to capture a pawn depends on their state:

  • Downed pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
  • Raiders, berserk pawns, and former prisoners in a prison break are unable to be captured directly. They must first be downed. Raiders in particular have a chance to die whenever they are downed from pain.
  • To arrest a colonist, slaveContent added by the Ideology DLC, guest, or ally, you need to draft a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their Social skill. If it fails, the target will go berserk. Colonists can be captured even during a mental break, except for berserk and run wild; this immediately ends the mental break.

If you attempt to capture a pawn from a neutral or allied faction, the faction will immediately turn hostile. Note that transport pod crashes can be either unaffiliated, or be with an existing faction.

Prisons

Creation

A prison must be desiginated in a fully enclosed room, closed off with walls and other impassable objects like doors and coolers. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk of out the map if an opening exists.

In order to actually form a prison, at least 1 bed or sleeping spot must be placed. Selecting the bed allows you to "Set for Prisoners". Colonists and slavesContent added by the Ideology DLC may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.

General

A prison is called a prison cell if there is 1 bed available, or a prison barracks if there are multiple beds.

Prisoners can only use items that are in their cell. Food, beds, and nutrient paste dispensers placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so.

Summary

Prisoners are ordinary pawns. They have no Recreation or Outdoors need, but all other needs and most moodlets apply to them, including the chance for mental breaks. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.

Colonists assigned to Warden can interact with a prisoner in multiple different ways, including recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See #Interaction for more details.

Prisoners will wear the most comfortable clothing placed in their cell, and eat the best food available to them. Otherwise, wardens will bring the best possible food to them. A prisoner's medical defaults can be adjusted in their Health tab.

Unwaiveringly loyal

Unwaiveringly loyal prisoners are unable to be recruited to your colony. They do not have a resistance stat. In addition, they are unable to be convertedContent added by the Ideology DLC to a different ideoligion. They are otherwise the same as regular prisoners.

Interaction

Players can assign wardens to do the following tasks:

  • Recruit - Reduces the prisoner's resistance, then attempts to recruit.
  • Reduce resistance - Reduces the prisoner's resistance, does not recruit.
  • Release - Releases the prisoner. Imprisoned colonists/slaves will rejoin the colony, while other factions will attempt to leave the map.
  • Execute - Order wardens to kill the prisoner.

The following options are added by DLC:

  • EnslaveContent added by the Ideology DLC - Reduces the prisoner's will, then forces them into slavery.
  • Reduce willContent added by the Ideology DLC - Reduces the prisoner's will, does not enslave them.
  • ConvertContent added by the Ideology DLC - Attempts to convert the prisoner into a warden's ideoligion.
  • BloodfeedContent added by the Biotech DLC - Sanguophages and other pawns with the Bloodfeeder gene will drink the prisoner's blood.
  • Hemogen FarmContent added by the Biotech DLC - Doctors will automatically extract hemogen packs from the prisoner.

For details on every option, see their subsection below.

Resistance

Prisoners start with resistance, or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaiveringly loyal prisoners do not have a resistance stat, and can't be recruited.

Under the Recruit or Reduce Resistance orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's mood, the warden's Negotiation Ability, and the prisoner's opinion of the warden. Wardens with more Social skill have a greater Negotiation Ability. There is a delay between each conversation.

Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your storyteller. If the prisoner is assigned to Reduce Resistance, then wardens will continue to converse without actually recruiting.

For exact mechanics on recuitment, see #Recruitment.

Release

Wardens will take the prisoner outside your colony, and free the prisoner. "Outside the colony" means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.

Releasing a prisoner of another faction will give a goodwill boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released.

Releasing a colonist or slaveContent added by the Ideology DLC will have them rejoin your colony, as a colonist or slave.

Execute

Wardens will cut a prisoner's neck immediately, killing them without fail.

Executing guilty prisoners - those who have harmed the colony in 24 hours - give a −2 moodlet to non-Psychopath colonists. Executing a non-guilty prisoner increases the penalty to −5.

Colonists following an ideoligionContent added by the Ideology DLC with the precept Execution: Respected if Guilty instead gain a +3 moodlet for executing a guilty prisoner, with the executioner gaining +10 mood instead. The precept Execution: Required gains the same moodlets (but shorter) for executing anyone. If execution is desired, then it also gives development points for a fluid ideoligion.

This is a different action from the Prisoner execution ritual.

Other

Slavery and Conversion

Will

Enslave and Reduce Will works analagously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a slave. A prisoner starts with much less will than they do resistance.

Convert

Attemps to convert the prisoner to the warden's own ideoligion. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.

This is functionally the same as regular conversion that can occur between colonists, except that it is done on a more regular basis.

Hemogen

Bloodfeed

Pawns with the Bloodfeeder gene will automatically drink the blood directly from a prisoner.

Hemogen Farm

Automatically orders the operation extract hemogen pack when a prisoner's blood loss level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.

Recruitment

Starting resistance

Each prisoner has their own recruitment difficulty:

  • The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.
  • For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. New Tribes have a harder time recruiting outlanders, for instance.
  • The storyteller will change the recruitment difficulty of prisoners depending on your existing population.

A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.

This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent the resistance is multiplied by 2. At 0 the resistance is multiplied by 1.5. At 1 the resistance is multiplied by 1. At 2 the resistance is multiplied by 0.8.

Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.

Resistance reduction

A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:

Opinion:

  • At -100 opinion, the resistance reduction factor is 50%.
  • At 0 opinion, the resistance reduction factor is 100%.
  • At 100 opinion, the resistance reduction factor is 150%.

'Prisoner mood:

  • At 0% current mood, the resistance reduction factor is 20%.
  • At 50% mood, the resistance reduction factor is 100%.
  • At 100% mood, the resistance reduction factor is 150%.

Negotiation Ability:

In addition, the psycast Word of Trust will reduce resistance. It reduces resistance by 20, multiplied by directly by the prisoner's Psychic Sensitivity (and no other factors).