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=== 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}}. |
− | + | Unwavering loyalty can be disabled in the [[storyteller settings]]. | |
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− | Unwavering loyalty can be disabled in the [[storyteller settings]] | ||
=== Caravans === | === Caravans === | ||
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The gameplay steps required to capture a pawn depends on their state: | 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. | * [[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner. | ||
− | + | * [[Raider]]s, [[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 [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] but not other causes, such as [[psychic shock lance]], [[blood loss]], etc. |
− | + | * To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, 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 [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]]. | |
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− | * To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, 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 [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]] | ||
** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks. | ** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks. | ||
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Prisons are required to hold prisoners. | Prisons are required to hold prisoners. | ||
=== Creation === | === Creation === | ||
− | A prison must be | + | A prison must be desiginated in a fully enclosed [[room]], closed off with [[wall]]s and other impassable objects like [[door]]s, [[cooler]]s and [[nutrient paste dispenser]]s. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of 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 [[slaves]]{{IdeologyIcon}} 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. | 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 [[slaves]]{{IdeologyIcon}} 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. | ||
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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. | 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 and chances of | + | For exact mechanics and chances of recuitment, see [[#Recruitment]]. |
==== Will ==== | ==== Will ==== | ||
− | Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work | + | Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analagously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a [[slave]]{{IdeologyIcon}}. A prisoner starts with much less will than they do resistance. |
==== Tame ==== | ==== Tame ==== | ||
− | A [[wild man]] can be | + | A [[wild man]] can be captured. They must be [[tame]]d, under the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist. |
=== Release === | === Release === | ||
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Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]]. | Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]]. | ||
− | Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}. | + | Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Traits#Psychopath|Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}. |
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point. | Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point. | ||
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=== Convert === | === Convert === | ||
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== Prison break == | == Prison break == | ||
− | {{ | + | {{stub|section=1|reason=Break mtb math - see PrisonBreakUtility}} |
In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors: | In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors: | ||
* Number of [[door]]s in their cell. | * Number of [[door]]s in their cell. | ||
* Prisoner [[Moving]] capacity. | * Prisoner [[Moving]] capacity. | ||
+ | * Prisoner [[mood]].{{Check Tag|Verify}} | ||
* [[Gene]]s relating to aggression.{{BiotechIcon}} | * [[Gene]]s relating to aggression.{{BiotechIcon}} | ||
* Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening. | * Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening. | ||
− | + | During a prison break, prisoners are able to open all doors. They will attempt to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. All prisoners in that cell or barracks are affected. Prisoners from different cells may also join in, or choose not to do so.{{Check Tag|Detail|Based on what factors? Proximity anecdotally seems to be a factor}} | |
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− | During a prison break, prisoners are able to open all doors. They will attempt to equip and use [[weapons]] and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. | ||
To fight escaping prisoners with less risk of killing them, use low damage weapons, unarmed combat, or melee with ranged weapons. Place your exits away from the map edge and keep as few doors as you need. Store weapons away from your prisoners, and watch out for downed fighters dropping their own weapons. Alternatively, brain implants that cause [[brain shock]] {{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely. | To fight escaping prisoners with less risk of killing them, use low damage weapons, unarmed combat, or melee with ranged weapons. Place your exits away from the map edge and keep as few doors as you need. Store weapons away from your prisoners, and watch out for downed fighters dropping their own weapons. Alternatively, brain implants that cause [[brain shock]] {{RoyaltyIcon}} can be implanted in long term or particularly unruly prisoners, and [[EMP]] weapons used to down them instantly and safely. | ||
== Recruitment == | == Recruitment == | ||
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=== Starting resistance === | === Starting resistance === | ||
Each prisoner has their own recruitment difficulty: | Each prisoner has their own recruitment difficulty: | ||
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* '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount. | * '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount. | ||
* '''Expendables:''' This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A "colonist" dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited. | * '''Expendables:''' This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A "colonist" dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited. | ||
− | * ''' | + | * '''Euthenasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner going through euthenasia is less upseting than an innocent execution. |
* '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty). | * '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty). | ||
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty. | * '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty. | ||
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* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons. | * [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons. | ||
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s. | * [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s. | ||
− | * [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added | + | * [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added. |
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[[Category:Characters]] | [[Category:Characters]] |