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*'''Taking a prisoner''': If the enemy was [[downed]], you can capture them, mainly for 3 purposes: | *'''Taking a prisoner''': If the enemy was [[downed]], you can capture them, mainly for 3 purposes: | ||
− | :* '''Recruitment''' - | + | :* '''Recruitment''' - capturing enemy raiders is one of the primary ways to recruit new pawns. Select the pawn, then the Prisoner tab, then select "Recruit". You don't need new people right away; your [[storyteller]] is very kind with pawn opportunities. So if an enemy has a drug addiction, chronic conditions like Bad Back or Cataracts, or simply doesn't have any desirable skills, then don't recruit them. |
− | :* '''Release''' - | + | :* '''Release''' - releasing a healthy prisoner will increase [[goodwill]] with a respective faction. Check the Prisoner tab to see if releasing would do anything. Don't bother with savage tribes or pirates - they are always "Hostile", and goodwill has no impact. (You can check their faction in the bio, then open the factions tab to see which faction is their faction. If the label is savage tribe or pirate band, then releasing is pointless). |
:* '''Monetary''' - You can sell a prisoner directly to slavers and [[faction base]]s, though colonists will be slightly disturbed by it ({{--|3}} [[mood]] per prisoner). You can also do [[organ harvesting]], which is more profitable, but more damaging to colonist mood. | :* '''Monetary''' - You can sell a prisoner directly to slavers and [[faction base]]s, though colonists will be slightly disturbed by it ({{--|3}} [[mood]] per prisoner). You can also do [[organ harvesting]], which is more profitable, but more damaging to colonist mood. | ||