Editing Human resources

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'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
 
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
  
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]].
+
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the preferred standard for living, especially with mods or the [[Ideology DLC]]{{IdeologyIcon}}.
  
 
== Mood penalties ==
 
== Mood penalties ==
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=== Mood table (Core) ===
 
=== Mood table (Core) ===
With [[ideoligion]] disabled:
+
Without any DLC:
{| class="wikitable center"
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{| class=wikitable
! Trait !! [[Mood#Observed corpse|Observes corpse]] !! [[Mood#Observed rotting corpse|Observes rotting corpse]] !! [[Mood#I butchered humanlike|Butchers human]] !! [[Mood#We butchered humanlike|Somebody butchers human (colony-wide)]] !! [[Mood#Raw cannibalism|Eats raw human flesh]] !! [[Mood#Cooked cannibalism|Eats meal with human flesh]] !! Wears human skin clothing !! Trades human flesh or leather !! [[Mood#A prisoner was sold|A slave is sold]] (world-wide) !! [[Mood#Someone's organ harvested|An organ is harvested]] (world-wide) !! Harvests organ
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! Trait !! Observes corpse !! Observes rotting corpse !! Butchers human !! Somebody butchers human (colonywide) !! Eats raw human flesh !! Eats meal with human flesh !! Wears human skin clothing !! Trades human flesh or leather !! A slave is sold (colonywide) !! An organ is harvested (colonywide)
 
|-
 
|-
! None<br>(average<br>colonist)
+
! None<br/>(average<br/>colonist)
| {{--|4 Mood}}<br>(0.5 days,<br> 3 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(0.5 days,<br> 5 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 4 stacks,<br> 0.75 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 1 stack) || {{--|20 Mood}}<br>(1 day,<br> 1 stack) || {{--|15 Mood}}<br>(1 day,<br> 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br>(4 days,<br> 5 stacks) || {{--|5 Mood}}<br>(7.5 days,<br> 5 stacks,<br> 0.75 stack multiplier) || –
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| {{--|3 Mood}}<br/>(0.25 days.&nbsp;3&nbsp;stacks. 0.5&nbsp;stack multiplier) || {{--|7 Mood}}<br/>(0.25&nbsp;days. 5&nbsp;stacks. 0.3&nbsp;stack multiplier) || {{--|6 Mood}}<br/>(6&nbsp;days. 4&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|6 Mood}}<br/>(6&nbsp;days. 1&nbsp;stack) || {{--|20 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|15 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br/>(4&nbsp;days. 5&nbsp;stacks) || {{--|5 Mood}}<br/>(7.5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier)
 
|-
 
|-
! [[Psychopath]]
+
! Psychopath
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || – || –
+
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || –
 
|-
 
|-
! [[Bloodlust]]
+
 
| – || – || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || – || {{+|4 Mood}}<br>(1 stack)
+
! Bloodlust
 +
| – || – || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|4 Mood}}<br/>(stack unknown)
 
|-
 
|-
! [[Cannibal]]
+
! Cannibal
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br>(1 day,<br> 1 stack) || {{+|15 Mood}}<br>(1 day,<br> 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || –
+
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|15 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span>
 
|-
 
|-
 
|}
 
|}
Note that the "[[Mood#Someone's organ harvested|Someone's organ harvested]]" debuff does not affect the colonist performing the operation, nor the patient, that will have the "[[Mood#My organ harvested|My organ harvested]]" debuff instead.
 
  
All [[Ideoligion]]s{{IdeologyIcon}} have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a -4 moodlet for observing a fresh corpse, instead of the -3 with ideoligions disabled. See [[Human resources#Ideoligion table]] for more details.
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The [[Ideology DLC]]{{IdeologyIcon}} changes the impact of these actions. All [[Ideoligion]]s have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Play Classic", provides a -4 moodlet for observing a fresh corpse, instead of the -3 in the base game. See [[Human resources#Ideoligion Table]] for more details.
  
 
=== Traits ===
 
=== Traits ===
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:* does '''NOT''' like cannibalism or slavery
 
:* does '''NOT''' like cannibalism or slavery
  
* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather
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* '''[[Traits#Cannibal|Cannibal]]''': Loves human flesh and likes to wear human leather
 
:*No issue with seeing fresh corpses or butchering corpses
 
:*No issue with seeing fresh corpses or butchering corpses
 
:* does '''NOT''' like slavery or organ harvesting.
 
:* does '''NOT''' like slavery or organ harvesting.
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== Unprocessed corpses ==
 
== Unprocessed corpses ==
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but [[Carrier]] [[dryad]]s {{IdeologyIcon}} and [[Lifter]] mechs {{BiotechIcon}} don't even mind (set a [[zone]] so that human haulers won't go to the corpse area).
+
[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses (including from hauling).
  
 
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].
 
Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].
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* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.
 
* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value.  
+
Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||1150}} market value.  
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.
+
*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||1420}}. This is more efficient if you can craft your own prosthetic hearts - buying prosthetic hearts may actually cause a deficit for trade, as you always sell items at a loss.
*If the pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 6 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money.
+
*If the heart and liver are both unavailable, you may harvest a second kidney or lung for a total of {{Icon Small|silver||900}}.
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.
 
*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.
 
  
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} +  {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.
+
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||650}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||920}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine.
  
Pawns with [[bionic]]s or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.
+
Pawns with [[bionic]] attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing an artificial part doesn't count as organ harvesting{{Check Tag|Fact Check}}.
  
 
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
 
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
  
 
===Mood===
 
===Mood===
To the entire colony:
+
Colonists receive a colony-wide -5 mood debuff from an organ harvest. Organs past the first count, or "stack", for a smaller debuff: 5 organs give -15 mood. If a vital organ (one that kills when harvested) is removed, then an additional and separate -6 mood penalty is received for organ murder.
*{{--|5}} - Any organ harvested. This moodlet "stacks" dimminishingly; 5 organs give -15 mood.
 
*{{--|6}} - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.
 
  
To the harvester:
+
The organ harvester themselves receives another -5 mood debuff, with progressively smaller stacks (5 organs, -15 mood), unless they wouldn't care. Finally, the organ harvester receives a social penalty.
*{{--|5}} - I harvested organ. 5 organs give -15 mood.
 
*Mood penalties for seeing [[corpse]]s
 
*Social penalty.
 
  
 
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.
 
Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.
  
 
== Human butchering ==
 
== Human butchering ==
By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]].  
+
By default, "humanlike corpses" is turned ''off'' under the [Details...] tab under [Bills] on a [[butcher table]], to avoid accidental over-enthusiasm.  Simply go in and turn click it back ''on'', and get to your dark deeds. Butchering a human produces {{Icon Small|human meat}} [[human meat]] and {{Icon Small|human leather}} [[human leather]].  
  
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s  provides an average of {{Icon Small|silver||338}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.
+
Before [[difficulty]] modifiers, each undamaged corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||284}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to simple meals and normal quality dusters provides an average of {{Icon Small|silver||370}} per corpse. This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills/etc.]]... In most practical scenarios, pawns will die from damage, and you'll recieve less material.
  
 
=== Human meat ===
 
=== Human meat ===
 
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.
 
[[Human meat]] is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a [[lavish meal]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.
  
*Raw human meat inflicts a massive mood penalty. This can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]].  
+
Raw human meat inflicts a massive mood penalty, which may be situationally useful. It can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]].
*The action of cooking human meat has no penalty, but eating the meat is another story. It can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties, beyond the initial butchering.  
+
 
*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.
+
Human meat can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties (beyond the initial butchering). The action of cooking human meat has no penalty, but eating the meat is another story.
  
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also be processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.
+
A human corpse provides an average of 92.5 human meat, before missing body parts and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||73.92}}. Human meat itself is worth less than ordinary meat, but not when processed. Therefore, it can be cooked into {{Icon Small|simple meal||9.25}} [[simple meal]]s worth {{Icon Small|silver||138.75}} for 47.5 work, or processed in a biofuel refinery for {{Icon Small|chemfuel||46.25}}, worth {{Icon Small|silver||106.37}}. [[Fine meal]]s are more valuable if you have the vegetable ingredients for them.
  
 
=== Human leather ===
 
=== Human leather ===
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}
+
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[cannibal]] traits.
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]]. If made into clothing, wearing such items give a mood boost to pawns with the [[bloodlust]] or [[Cannibal (Trait)|cannibal]] traits and a mood penalty to those without.
 
  
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.
+
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s.  
  
Corpses provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.
+
They also provide an average of 50 human leather, worth {{Icon Small|silver||210}} on its own. It is enough for 5/8ths of a [[duster]]; when converted into normal quality dusters, each corpse is worth around {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.
  
 
=== Mood ===
 
=== Mood ===
To the colony:
+
Butchering a corpse gives a colony wide -6 debuff. This doesn't stack; butchering 1 or 100 corpses has the same effect, so butchering corpses en mass is more mood efficient. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. [[Shelf|Shelves]] are recommended if you have pawns that don't like seeing corpses on the ground. Even with shelves, "vulnerable" pawns will almost invariably see corpses at some time, which may make things less manageable.
* {{--|6}} - Butchering a corpse at all. This does ''not'' stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.
 
* {{--|3}} - Seeing a corpse.
 
  
To the butcher
+
Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.
* {{--|6}} - I butchered corpse. This does stack, up to 4 corpses.
 
  
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.
+
The butcher themselves receives another -6 mood debuff, which ''does'' stack as they butcher more corpses (up to 4). It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three traits don't mind butchering at all. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.
 
 
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.
 
  
 
== Selling slaves ==
 
== Selling slaves ==
 
{{Main|Slavery}}
 
{{Main|Slavery}}
  
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and [[faction base]]s, and only the last of which is reliably available for trade but requires [[caravan]]ing.
+
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - the most notable being slavers and [[faction base]]s.
  
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}+{{Q|Heart|Market Value Base #}}}}}}, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn ''is'' highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them instead.
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A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||1150}}. Harvesting organs seems to have no penalty to corpse value{{Check Tag|Fact Check}}, so butchering the corpse then gives a value of {{Icon Small|silver||284}} without any further processing. This gives a total of {{Icon Small|silver||1434}} before further processing. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, and possibly less than their organs - see the information tab (once they've healed) for their value.  
  
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ({{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}}}}}), then convert the prisoner into honor. Like slavers, the empire only comes every so often.
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If a pawn is highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them. Therefore, at a certain point, harvesting a prisoner for their organs and/or butchering them is significantly more profitable.
* Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a [[Skills#Social|Social]] skill 0 pawn would still only need to sell items with a total ''base'' market value of {{Icon Small|silver||{{#expr:375/0.6}}}} to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.
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In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest prisoners and then convert them into honor. However, like slavers, the empire only comes every so often.
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:Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. This may seem worse than other options, but nearly all items are sold at less than market value. If a pawn is below [[Skills#Social|Social]] skill 16, then selling a [[heart]] or [[liver]] alone is worth less than 1 slave's worth of honor.
  
 
=== Mood ===
 
=== Mood ===
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.
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Selling slaves incurs a smaller mood decrease than organ harvest. Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story. Other pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.
* Significant [[Social|negative opinion]] of whoever sells the slaves.
 
  
Selling slaves incurs a smaller mood decrease than organ harvest.  Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].
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Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].
  
 
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
 
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurrence of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
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Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.
 
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.
 
== Prisoners ==
 
There are several reasons to keep [[prisoner]]s long term or even permanently. These include [[#Selling slaves|keeping slaves]] while waiting to sell them for silver or honor when [[cryptosleep casket]]s are unavailable or untenable, [[#Hemogen|Hemogen farming]], [[#Genetic extraction|Genetic extraction]], and [[#Subcore production|Subcore production]]. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.
 
 
Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or [[nutrient paste dispenser]]s meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the [[Genes#Dead calm|Dead Calm]]{{BiotechIcon}} gene, or imprisoning a xenotype that already has it, such as [[Genies]],{{BiotechIcon}} will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.
 
 
[[Deathrest]] {{BiotechIcon}} can also be used.
 
 
=== Hemogen ===
 
{{Biotech|section=1}}
 
Pawns can be kept for [[hemogen pack]] production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth {{Icon small|Silver||{{Q|Hemogen pack|Market Value Base}}}} [[silver]] per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of [[medical]] skill.
 
 
=== Genetic extraction ===
 
{{Biotech|section=1}}
 
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[Gene]] extractions and extract [[Ovum|ova]] from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them.
 
 
Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.
 
 
[[Sanguophages]] can also be forced to spread their xenotype.
 
 
=== Subcore production ===
 
{{Biotech|section=1}}
 
{{Stub|section=1|reason=Are subcores ever profitable?}}
 
Prisoners can be kept to continually scan in a [[Subcore softscanner]] to prevent dealing with scanning sickness in your colonists while producing [[standard subcore]]s or ripscanned killed in [[subcore ripscanner]] to create [[high subcore]]s. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.
 
 
For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. This is still less than a [[heart]] or [[liver]], however.
 
  
 
== Ideoligion ==
 
== Ideoligion ==
{{Ideology|section=1}}
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{{Ideology|No category}}
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}
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{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}
 
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
 
With the [[Ideology]] DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
 
*'''Cannibalism: '''
 
*'''Cannibalism: '''
:*Cannibalism: Acceptable - Negates penalties for butchering humans and eating human flesh.
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:*Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
 
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
 
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
 
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.
 
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.
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*Slavery*
 
*Slavery*
  
== Version history ==
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== Gene harvesting (Biotech DLC) ==
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
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Pawns can be kept as prisoners for their genetic potential, to perform periodic Gene extractions and extract ovum's from female prisoners.
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If their sole purpose is genetic you can install peg legs and remove them so that the prisoners can never escape.
  
 
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