Editing Prisoner

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 16: Line 16:
  
 
=== Unwaveringly loyal ===
 
=== Unwaveringly loyal ===
Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}.
+
Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. In addition, they are unable to be converted to a different [[ideoligion]].{{IdeologyIcon}} They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}.
  
Unwaveringly loyal prisoners can be recruited after undergoing the [[Brainwipe]] psychic ritual.{{AnomalyIcon}}.
+
Unwaveringly loyal prisoners can be recruited after undergoing the [[Brain wipe]] psychic ritual.{{AnomalyIcon}} They can also be recruited by [[Slavery|enslaving]]{{IdeologyIcon}} the pawn, and then having them undergo a [[run wild]] mental break. At this point, they can be tamed and join the colony as a full colonist. It is unknown whether the latter is intended behavior or a bug.  
  
 
Unwavering loyalty can be disabled in the [[storyteller settings]]. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on [[down]]ing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through [[blood loss|bleed]] kiting or [[psychic shock lance]], then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.
 
Unwavering loyalty can be disabled in the [[storyteller settings]]. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on [[down]]ing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through [[blood loss|bleed]] kiting or [[psychic shock lance]], then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.
Line 194: Line 194:
 
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.
 
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.
  
=== Changing ideoligion ===
 
 
If you want to change the target's [[ideoligion]]{{IdeologyIcon}}, then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:
 
If you want to change the target's [[ideoligion]]{{IdeologyIcon}}, then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:
 
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.
 
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.
Line 233: Line 232:
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Error on releasing space refugee prisoners.  
 
* [[Version/1.4.3641|1.4.3641]] - Fix: Error on releasing space refugee prisoners.  
 
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.
 
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.
* [[Version/1.5.4062|1.5.4062]] - Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable. Unlisted change: Unwaveringly loyal prisoners can be converted to different ideologies.
 
  
 
[[Category:Characters]]
 
[[Category:Characters]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 hidden category: