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{{rewrite|reason=Needs information on enslaving from [[Ideology]] and relevant links to, and integration with, the [[slavery]] page}}
 
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<onlyinclude>
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]] who have been taken captive. This usually includes [[raiders]], but colonists can be imprisoned too.{{TOCright}}</onlyinclude>
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{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]], usually [[raider]]s, hostile tribals, or your own [[colonist]]s undergoing a [[mental break]], who have been taken captive (they are just prisoners, not colonists now). They are unable to leave their [[Room roles|prison barracks]] and can only use facilities, such as a [[nutrient paste dispenser]]s or [[shelf|shelves]], on their own if they are placed inside the prison barracks.  
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{{TOCright}}
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Colonists generally will not take food from prisoners' cells. However, colonists experiencing a "food binge" mental break may steal food from anywhere they can reach, including forbidden areas.
  
== Summary ==
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Animals that are allowed to venture into prison cells will occasionally eat food left for prisoners.
Prisoners are ordinary pawns under restraint. They have no [[Recreation]] needs, but all other needs and most [[mood]]lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. 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.
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== Taking a Prisoner ==
  
Prisoners cannot open doors if not undergoing a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable{{Check Tag|Verify/Detail}} clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a [[nutrient paste dispenser]] that faces into their prison. Otherwise, wardens will bring any food allowed by their [[Menus#Food restriction|food restrictions]]. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.  
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In order to take a prisoner, you first need a fully enclosed cell<sup>1</sup> where you want the prisoner(s) to stay and at least one unclaimed bed or sleeping spot per prisoner. In order to designate a bed for a prisoner, you need to click the bed/sleeping spot and click the button that says "Set for prisoners". The bed will turn orange along with the entire room that it's in; an orange outline of the room indicates what is then labeled a "''prison cell''" or (if more than one bed) a "''prison barracks''". Setting one bed for prisoners will set all beds in that room as prison beds, as non-prisoners cannot share a barracks with a prisoner. This setting can be reversed later if you wish to re-purpose this room.
  
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.
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Also, note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture, which may entail another fight. Best to carry the prisoner to one bed, then designate a second and take them there before removing the current "cell" designation.
  
=== Unwaveringly loyal ===
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* [[Raiders]] cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture <name>'. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.
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}}.
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* Incapacitated pawns can be captured, without the need to draft a colonist.
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* '''To arrest''' a ''non''-hostile: first [[drafting|draft]] a colonist, then right-click the target to arrest, and select 'Try to arrest <name>'. This will order the colonist to chase after, then escort the target person. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing an attempt to escape if not incapacitated. Be careful with [[Events#Transport pod crash|Transport pod crash]] events, as some of the occupants may already belong to a friendly faction which you may not want to upset. This action can be done on colonists as well as visitors, as well as [[mental break]]ing pawns to minimize damage they inflict, though they may fight to prevent being arrested. Arresting any non-hostile pawn has a chance for success determined by the arresting pawn's [[Arrest Success Chance]] stat. [[Human]]s inside [[prison]] can't be arrested at player will.
  
{{Hover title|Version/1.4.3704|At the time of writing}}, the only way to remove the unwaveringly loyal tag is to [[Slavery|enslave]]{{IdeologyIcon}} the pawn, and then have 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 this intended behavior or a bug.  
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Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist, a successful conviction from the [[Ideoligion#Leaders|Leader's Trial]]{{IdeologyIcon}} ability or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The 'guilt' marker lasts 24 hours.
  
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.
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<sup>1</sup> The [[nutrient paste dispenser]] counts as a wall for the purpose of enclosing a cell.
  
=== Caravans ===
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=== Captives from your attacks ===
Prisoners can be loaded into a [[caravan]]. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a [[mental break]].
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Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. Sometimes, a caravan will arrive back home near bedtime and, by necessity, your colonists may choose to sleep first and not immediately escort prisoners to their cells. Leaving them outside allows them a chance to escape, so make sure all prisoners are properly secured one way or another.
  
If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.
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==Hosting a Prisoner==
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Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.
  
== Capturing prisoners ==
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A solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built.
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:
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Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for "compact prisoner storage", but if the door or wall is broken or one of them decides to break out they will all escape at the same time. Prisoners without their own rooms will suffer a mood penalty, the same as colonists.
* [[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]].
 
** NOTE: Raiders in particular have a [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:
 
*** [[Psychic shock lance]], although there is a risk of burning the brain
 
*** [[Blood loss]]
 
*** [[Tox gas]]{{BiotechIcon}}, although not all xenotypes are affected, and [[Toxic buildup]] also has risks
 
* 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]]. Pawns with the [[dead calm]] gene{{BiotechIcon}} always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.
 
** 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.
 
  
If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. This includes [[transport pod]] crashes, if they happen to be part of an existing faction.
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=== Keeping Prisoners Content ===
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Prisoners, just like your colonists, are more likely to have a mental break if they are in a bad mood. To counter this, you can provide them with conditions that boost their mood. This can be done in several ways, but here are some common and easy ones:
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* Provide individual prison cells.
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* Provide a table and chair for prisoners to sit at.
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* Provide a comfortable bed (using a skilled constructor to make good or better quality beds).
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* Use marble tiles (or if underground, smooth stone) for flooring to provide a slight beauty boost.
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* Give fine meals or better.
  
If you need to capture a pawn, then [[sleeping spot]]s can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.
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These will generally help tide your prisoners over until they are recruited or processed. Note that for prisoners that were captured from raids, there could be other attacks where friends or family of the prisoners are killed, giving a rather severe mood debuff depending on the relationship between the prisoner and the killed people. Additionally, those captured from raids will likely already have mood debuffs from their comrades dying in the fight against your colony. Counteracting these are rather difficult without using more work-intensive or costly measures such as providing luxurious comfort or lavish meals, although surprisingly, some will have +4 mood buffs from their rivals being killed in the battle.
  
=== Reasons to imprison ===
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Keep prisoners in acceptable temperature. A prisoner can become a victim of [[Hypothermia]] or [[Heatstroke]] just like any colonist. Either warm up their rooms, provide them with clothes or both. Giving clothes for prisoners to wear can be tricky as you can't control them directly. Some of the options are bringing colonists wearing desired clothing into the cell and forcing them to drop it or creating a small warehouse with high priority so that your haulers bring clothes in. Note that sometimes prisoners are slow to put warm clothes on even if they are freezing. Stripping them down and hauling away their old clothes with weak insulation will incentivize them to "find" appropriate clothing faster.
* To recruit raiders, guests, or transport pod crashes into a colony.
 
* To use raiders for their [[human resources]].
 
* To end most [[mental break]]s. Colonists can immediately be released afterwards.
 
* To keep a colonist restrained in order to overcome [[drug]] withdrawal.
 
* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}
 
* To act as sources of [[Genes#Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}
 
  
== Prisons ==
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=== Mental Breaks ===
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|350px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]
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Unfortunately, prisoners will likely have a mental break during their stay with you. This is not a big deal, as prisoners rarely do anything productive, but there is a rather high chance of them going berserk. This is a rather concerning problem, especially if the prisoner is one you wanted to recruit. The prisoner will start by punching those around him, which would include any other prisoners that are housed in the cell of the berserk prisoner. If they survive from fighting the other prisoners, they will proceed to punch the weakest (lowest hp) part of their cell to get out. Once out of their cell, they will harm any colonist or colony animal that they come across.
Prisons are required to hold prisoners.
 
=== Creation ===
 
A prison must be designated 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.
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To prevent the berserk prisoner from damaging your base and your people, you can draft a melee attacker by the door to stop the prisoner from progressing. Another option if you wish to preserve the door is to draft the melee attacker into the doorway, where there would be a fight. If you wish to keep the prisoner intact and alive, using a couple of unskilled melee instead of one skilled melee is recommended. Another, labor-intensive option without the risk of injury is to restrict a pawn with good construction skill to the area where the prisoner is trying to break through, keeping the door or wall repaired until the break subsides.
  
=== General ===
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==Prisoners Interaction==
A prison is called a ''prison cell'' if there is 1 bed available, or a ''prison barracks'' if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including [[mood]] impacts for its Impressiveness.
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Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. If a prisoner is incapacitated, a doctor is required to feed the prisoner.
  
Prisoners can only use items that are in their cell. Food, beds, and [[nutrient paste dispenser]]s 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. Colonists on the food binge [[mental break]], as well as [[animal]]s, will ignore a prison for this purpose.
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=== Care ===
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Determines if your colonists will take care of prisoners, or just let them die.
  
Unless you want your prisoners to die, make sure that it is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or [[nutrient paste dispenser]]). Otherwise, see [[#Mood regulation]] for how to make your prison better for the inmates... or worse.
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====Medical care====
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Determines the level of medical care administered to the prisoner.  The range is similar to [[doctoring]] colonists: no care at all, to doctor care only, to medicine levels available.
  
== Interaction ==
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==== Drugs ====
Players can assign wardens to do the following tasks:
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You can use the Health/Operations tab to administer drugs to a prisoner. Drugs that boost mood and/or decrease [[Consciousness]] or [[Manipulation]] can be helpful in avoiding a mental or prison break. Be careful of over-administrating and causing addiction, which can cause more problems than the drug solved.
* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.
 
* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not recruit.
 
* '''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.
 
* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.
 
  
The following options are added by [[DLC]]:
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==== Prostheses ====
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.
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It's possible to give a prisoner one or more [[artificial body parts]]. The base selling price of a slave is increased by the market value of any such part added (though adding a [[mindscrew]] implant will actually ''lower'' the selling price). More, if the slave's market value had been reduced by injuries (before or during their arrival on your map), repairing the injury will remove that penalty to their base selling price.
* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.
 
* '''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].
 
* '''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the [[Genes#Bloodfeeder|Bloodfeeder]] [[gene]] will drink the prisoner's blood.
 
* '''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Pawns assigned to the [[Work#Doctor|Doctor]] worktype will automatically extract [[hemogen pack]]s from the prisoner.
 
  
=== Resistance ===
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However, remember that all base selling prices are at 60% (before any [[Social]] skill adjustments). Worse, buying prices start at a base 140% of market value, which almost precludes purchasing the replacement part and expecting to see any net profit. The subject would have to be a rare and potentially valuable slave to make this profitable.
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===Other things on the Prisoner Interface===
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====Prison Break Interval====
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====Resistance====
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When recruiting a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will recruit the prisoner pawn to the warden's community.
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====Will====
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When enslaving a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will enslave the prisoner pawn to the warden's community.
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====Slave Price====
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====Relations Gain on Release====
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Typically, there is a +12 increase to [[Goodwill]] with the related [[Faction]] for the release of a prisoner, but there are two exceptions.
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The first is if the increase would move goodwill toward the "natural goodwill" (viewable in the [Factions] tab, bottom right of the screen. Moving toward natural goodwill always multiplies changes by 125%, so in this case the increase is +15.
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The second is if the faction is "always hostile", such as [[pirates]] or [[savage tribe]]s, in which case the change will be "None".
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====Target Ideoligion====
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Set this, when converting a prisoner, so that when the prisoner's certainty in their ideoligion gets to 0%, they will convert to this ideoligion.
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==== Medical operations ====
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You can also operate on any prisoners, the same way you operate on colonists.
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This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs, or euthanizing them.
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=== Social Interactions ===
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Determines what social interactions wardens will have with prisoners.
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====No interaction====
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Wardens will not interact with the prisoner, causing no effect to relations.
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==== Recruit ====
 
{{see also|#Recruitment{{!}}Recruitment}}
 
{{see also|#Recruitment{{!}}Recruitment}}
Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.
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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]]. 
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If there is remaining resistance, it will be reduced instead, akin to the 'Reduce resistance' option. Proper recruitment begins only when resistance is at zero.
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To maximize the recruitment chance by fulfilling the prisoner's needs: make sure the cell is beautiful (potted plants, carpet, art, etc.), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the "sharing rooms" debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.
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==== Reduce resistance ====
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Wardens will have a conversation with the prisoner, reducing their resistance towards recruiting and making them easier to recruit. This also causes an increase in relations between the warden and the prisoner, as well as the Social skill of the warden, improving the chance of recruiting them later on. If resistance is already at zero, wardens will continue to interact with the prisoner but will make no attempt to recruit them unless otherwise instructed.
  
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.
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During interaction with prisoners, wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.
  
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.
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====Enslave====
  
For exact mechanics and chances of recruitment, see [[#Recruitment]].
 
  
==== Will ====
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====Reduce Will====
Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analogously 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 ====
 
A [[wild man]] can be arrested and imprisoned. However, they must be [[tame]]d using the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.
 
  
=== Release ===
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====Convert====
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.  
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Allowed only 2 times per day (starting after the prisoner goes to bed and wakes up) and no closer than 4 hours between the 2 times. Will reduce the certainty of the prisoners Ideology each time by a amount using the Social skill of the warden.  When the certainty is reduced to 0%, then the prisoner is "converted" to the set Ideology on the Prisoner Interface.
  
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. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.
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====Release====
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Wardens will take the prisoner outside your colony and free the prisoner, who will then promptly leave the map.  "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 colonist will have them rejoin your colony. [[Slave]]s retain their home faction.
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Releasing an arrested colonist will have them rejoin your colony.
  
=== Execute ===
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Releasing a prisoner from another faction will give a [[Prisoner#Relations Gain on Release|goodwill boost]] to relations with their faction once they leave the map.  Note that this bonus only happens whens they actually "leave the map".  If that prisoner can't walk, then he or she can't leave the map. To prevent this, ''only prisoners capable of walking can be released''.  If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.
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}}.
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If they are attacked and prevented from leaving the map, that also prevents any goodwill bonus.
  
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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====Execute====
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The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits#Psychopath|Psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.
  
Executed prisoners who are then [[Resurrector mech serum|resurrected]] will have the execute toggle deselected to prevent their immediate re-execution.
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Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.
  
=== Convert ===
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=== Accidental ===
{{Ideology|section=1}}
 
Attemps to [[Ideoligion#Conversion|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 [[Ideoligion#Conversion|regular conversion]] that can occur randomly between colonists, except that it is done on a regular basis.
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==== Escape ====
  
=== Hemogen ===
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[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|500px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]
{{Biotech|section=1}}
 
==== Bloodfeed ====
 
Pawns with the ''Bloodfeeder'' [[gene]] will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.
 
  
==== Hemogen farm ====
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If there is an exit towards open space or you leave the prison door open, the prisoner may escape.
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.
 
  
=== Other ===
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Dropping items right in the door holds it open, giving opportunistic prisoners their chance.
* Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.
 
* Prisoners can initiate social fights, both with colonists and other prisoners. Social fights with wardens are unlikely, as recruitment conversations quicky increase [[opinion]].
 
* Prisoners can be given any number of medical [[operation]]s. This includes injecting [[drug]]s, installing [[artificial body parts]], [[organ harvesting]], and more.
 
* Prisoners are valid targets for a [[gene extractor]]{{BiotechIcon}}, [[subcore softscanner]]{{BiotechIcon}}, or [[subcore ripscanner]]{{BiotechIcon}}.
 
* Prisoners can be sold to a [[faction base]] or slaver for [[silver]], or a royal tribute collector{{RoyaltyIcon}} for [[honor]]. Colonists who do not like slavery will get a -3 moodlet, modified by [[ideoligion]]{{IdeologyIcon}}.
 
* If a prisoner dies, the mood penalty depends on their cause of death. "Intentional" means, like violent combat, count as an execution.
 
  
== Prison break ==
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This method can be used to get rid of unwanted colonists without mood penalty.
{{Move|section=1|destination=Events|reason=Double up - See [[Talk:Events#Prison break is doubled up]] for discussion}}
 
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.
 
* Prisoner [[Moving]] capacity.
 
* [[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.
 
  
All rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room has a 100% chance to join. Other rooms have a 50% chance to join. If the room does join, all prisoners in that room are affected too.
+
==== Social fights ====
 +
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won't cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.
  
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]].
+
{{clear}}
  
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.
+
=== Escorting ===
 +
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.
 +
[[File:Escorting prisoner.png|400px|thumb|none|Escorting a prisoner from one cell to another.]]
  
 
== Recruitment ==
 
== Recruitment ==
In order to start recruitment, a target pawn must first be captured, and become a prisoner.  Prisoners then must be set to "Recruit" (or "Reduce Resistance" and then "Recruit") in the "Prisoner" tab of their personal info box (bottom left of screen when pawn is selected).
+
{{stub|section=1|reason= Math, inc specifically the difficulty multiplier for new arrivals recruiting tribals, and new tribes recruiting non-tribals}}
 +
Prisoners can be recruited into your faction if you set the 'Social Interactions' setting to 'Recruit'. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.
 +
 
 +
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.
 +
 
 +
For every recruitment pitch made there is at least a 0.5% chance that the prisoner accepts, no matter how difficult it may be.
  
Then colonists assigned to wardening will "chat" with the target prisoner. This can be repeated every several hours, each one reducing [[#Resistance|Resistance]] by a predictable amount (based on the Social pawn's Social skill and the target's Mood).
+
=== Recruitment difficulty ===
  
=== Starting resistance ===
+
Each prisoner has their own recruitment difficulty. It has several factors:
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%.
* 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%.
* For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.
+
*The storyteller will change the recruitment difficulty of prisoners depending on your existing population.
* 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.
+
=== Resistance ===
  
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.
+
In addition to recruitment difficulty, each prisoner has a resistance stat. For recruitment to commence, resistance must be at zero; if not, recruitment attempts will instead reduce resistance until it reaches zero.
 +
 
 +
It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.
 +
 
 +
Starting resistance is based on the recruitment 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.
 
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.
  
 
=== Resistance reduction ===
 
=== Resistance reduction ===
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:
+
The amount of resistance reduced per attempt is dependent on some factors.
 +
 
 +
If a factor is causing the reduction to lower, it will be shown after the resistance reduction is complete, alongside the amount reduced.
 +
 
 +
The base reduction is 1.0, scaled by the Wardens [[Negotiation Ability]] and it is affected by the below:
 +
 
 +
==== Opinion towards warden ====
 +
Opinion of the prisoner towards the warden can greatly affect resistance reduction. This is usually increased by the warden building rapport with the prisoner.
 +
 
 +
*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%.
 +
 
 +
==== Current mood ====
 +
The mood of the prisoner when the resistance reduction is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with.
 +
 
 +
*At 0% mood, the resistance reduction factor is 20%.
 +
*At 50%, the resistance reduction factor is 100%.
 +
*At 100%, the resistance reduction factor is 150%.
 +
 
 +
=== Recruitment chance ===
 +
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.
 +
 
 +
==== Recruit prisoner chance ====
 +
 
 +
The base chance that a recruitment pitch succeeds is equal to 50% of the warden's [[Negotiation Ability]].
 +
 
 +
Talking and hearing has a 90% importance on this stat, meaning that a warden with impaired talking and hearing will have lower chances of success. In addition, colonists incapable of talking or social cannot attempt to recruit a prisoner.
 +
 
 +
==== Recruitment difficulty ====
 +
Obviously the prisoner's recruitment difficulty is taken into account.
 +
 
 +
*At 0% difficulty, the base chance factor is 200%.
 +
*At '''10% difficulty (lowest possible)''', the base chance factor is 180%.
 +
*At 50% difficulty, the base chance factor is 100%.
 +
*At '''99% difficulty (highest possible)''', the base chance factor is 2.196%.
 +
*At 100% difficulty, the base chance factor is 2%.
 +
 
 +
==== Opinion towards warden ====
 +
Opinion of the prisoner towards the warden can greatly affect recruitment chances. This is usually increased by the warden building rapport with the prisoner.
 +
 
 +
*At -100 opinion, the recruitment chance factor is 50%.
 +
*At 0 opinion the recruitment chance factor is 100%.
 +
*At 100 opinion the recruitment chance factor is 200%.
 +
 
 +
==== Current mood ====
 +
The mood of the prisoner when the recruitment pitch is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with. You may also wish to provide them with [[drugs]] and/or [[beer]], which, in addition to improving mood, helps to mitigate the pain often associated with wounds the prisoner may have suffered. Be careful about leaving beer in their cell, though; beer can be equipped as a weapon, should the prisoner break free and attack your colonists.
 +
 
 +
*At 0% mood, the recruitment chance factor is 20%.
 +
*At 50%, the recruitment chance factor is 100%.
 +
*At 100%, the recruitment chance factor is 200%.
 +
 
 +
== Prison breaks ==
 +
{{stub|section=1|reason=Break mtb math - see PrisonBreakUtility}}
 +
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip and use weapons and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
 +
 
 +
The chance for a prison break is multiplied by the number of exits the prisoner has.
 +
 
 +
In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.
 +
 
 +
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.
 +
 
 +
== Caravans ==
 +
Prisoners can be brought along in caravans, after capturing them from various sources, such as a faction base attack.
 +
 
 +
Prisoners can be formed as part of a caravan, but like everybody else they need to be capable of moving. Reforming a caravan as opposed to forming one from scratch removes this requirement, meaning you can bring any downed prisoners you find. Prisoners will carry 35 kg worth of items, like your colonists.
 +
 
 +
If a caravan has a hostile encounter, like ambushes or base attacks, the prisoner will proceed to wander around the map without attempting to escape. This often puts the prisoner at risk as they may wander into the crossfire getting themselves severely injured or killed. Hostile factions will also attack prisoners if they are captured from an enemy faction of theirs.
 +
 
 +
== Unwanted Prisoners ==
 +
 
 +
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine won't be able to move at all, unless they get a [[Bionic spine]] - which is certainly possible, but an expensive investment.  Maybe it's better to just accept that it's their time (right after you strip them, of course)...
 +
 
 +
There are several ways to dispose of unwanted prisoners, most of which involve killing the prisoner.  Any colonist without the [[Traits#Psychopath|Psychopath]] trait will get a negative mood effect from a prisoner dying.  Normally this effect is -5, but euthanizing a prisoner gives a lighter -3 penalty, and if a prisoner is considered ''guilty'' and is executed or euthanized, it will only be -2. Most prisoners are "guilty" for about 24 hours after a battle, and this information can be seen in their Prisoner tab.
 +
 
 +
If you're stuck with an unwanted guest and simply want them "gone", there are several simple solutions:
 +
 
 +
* '''Expendables''': This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. [[Recruit]] one (or more) to send on those long quests, the ones that you'd rather not dedicate a week or more for a more valuable colonist to complete. Or, they can go take a long hike and see if that ''next'' settlement has anything interesting to trade - and then the one after that, and so on.  Or go scout a hostile base to get a picture of their defenses.  Or have them scout the route to your [[Quests#Ship to the Stars|starship]], so you know what's ahead. Give them a surplus weapon and forget about them, since you don't care if they come back or not. If they do it's a win, and send them right back out on another mission, and then another, and/or just expel them from the colony when you're done with them, nothing lost.
 +
 
 +
: A variation is to have them always lead the charge against [[raider]]s, fully expecting them (rather than any valued colony member) to take the brunt of the incoming damage.  Raising a [[stele]] in their honor is, of course, completely unnecessary.
 +
 
 +
: Valued skills (depending on their exact future assignments) could include Shooting, Melee, Plants (for foraging during a [[Caravan]]), Social (for any incidental trading), Medical (for self-healing), and so on.  Usually negative traits such as [[Traits#Slothful|slothful]], [[Traits#Abrasive|abrasive]], [[Traits#Drug_Desire|drug fascination]] or [[pyromaniac]], or injuries that hurt [[manipulation]] etc., become irrelevant if they "never" spend time at your base.
 +
 
 +
: Be aware that ''any'' "colonist" dying will give a [[Mood#Colonist_died|small mood penalty]] (-3 for 6 days), although not as bad as if your colonists actually cared about them. This can countered with a positive [[Mood#My Rival Died|"''My Rival Died''"]] thought if the lost pawn is considered a "[[Social|Rival]]", this thought lasts for 10 days and its impact varies on how much the pawn dislikes the deceased (to a maximum of +10). This rivalry can be artificially induced with minimal risk by having the expendable pawn harm the other colonists, sell slaves (especially loved ones), or by disfiguring the expendable, such as by installing and removing a [[bionic ear]] or [[aesthetic nose]].{{RoyaltyIcon}}
 +
 
 +
* '''Release''': If finances and manpower are not an issue, this can be a win/win option as you get free goodwill from the prisoner's [[faction]] without negative mood effects. Not very useful with [[Factions#Pirates|pirate]] or [[Factions#Savage tribe|savage tribe]] prisoners as their goodwill never can be improved (i.e. they are ''always'' "hostile"), but it does prevent the mood debuffs that normally result from the death of unwanted prisoners, and also gives all pawn a "healthy prisoner released" mood buff. Note that you only get the full goodwill bonus if they exit the map with any wounds treated.
  
'''Prisoner's [[opinion]] of the warden:'''
+
===== Capital punishment =====
* At -100 opinion, the resistance reduction factor is 50%.
+
So many ways to die in RimWorld...
* At 0 opinion, the resistance reduction factor is 100%.
 
* At 100 opinion, the resistance reduction factor is 150%.
 
  
'''Prisoner [[mood]]:'''
+
* '''Starvation''': The oubliette is a fine and time-honoured tradition, just [f]orbid the door and forget them. Or, go to their Health tab and set 'Food Restrictions' (near the top)  to "Nothing" (and similarly with "No medical care").  The prisoner will have the negative [[thoughts]], quite possibly resulting [[Mood|mental breaks]] associated with hunger. This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don't want dead. Or you can put several unwanted prisoners in the same cell, and let nature take its course.
* 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:'''
+
* '''Temperature control''': Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.
* See [[Negotiation Ability]].
 
  
==== Word of Trust ====
+
* '''Euthanasia''': Open the 'Operations' menu in the Health tab, then select 'Euthanize'. A doctor will come in and euthanize the prisoner. Similar to Execution (below), except it allows doctors to practice medicine and has a lighter mood penalty.
The [[Psycasts#Word of trust|Word of Trust psycast]] {{RoyaltyIcon}} will reduce resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] and no other factors.
 
  
== Tips ==
+
* '''Execution''': In the pawn's Prisoner tab, select "Execute", and a pawn with the Warden work active will take care of this. Right click and Strip them first, if you want any of their [[apparel]] that will not be [[tainted]] by death.
=== Mood regulation ===
 
{{Stub|section=1|reason=Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options}}
 
Increasing [[mood]] makes prisoners easier to recruit, and less likely to go [[berserk]]. If you want to increase prisoner mood, you can do the following:
 
* Give prisoners separate rooms, preferably one that isn't cramped.
 
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].
 
* Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.
 
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.
 
  
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:
+
* '''Death by combat''': You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner. This gives some small weapons practice.
* 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.
 
* Feed the pawn [[human meat]], [[insect meat]], [[raw food]], or [[kibble]]. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.
 
* Keep them in [[pain]]. Inflicting [[injury]] comes at the risk of scarring or permanent damage, however, and a [[mindscrew]] {{RoyaltyIcon}} cannot be removed by traditional methods once the pawn is converted. A [[torture crown]]{{IdeologyIcon}} is a risk free way of inflicting pain, but dressing prisoners has its own difficulties.
 
Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme [[mental break threshold]] to prevent this.
 
  
=== Prisoner suppression ===
+
=====Extreme measures=====
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape. When under a prisoner break, they can just open the door.
+
Alternatively, unwanted prisoners can be made to provide restitution for their crimes, for those players with a stomach for such options:
  
If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled [[Construction]] pawn constantly repair the door. This trains Construction but is labor intensive.
+
* '''Organ removal''': You can remove one [[kidney]] and one [[lung]] without killing an otherwise healthy prisoner. Removing vital organs, such as the [[heart]] or [[liver]], will kill the prisoner, preventing any further organ harvesting, as will removing a second kidney or lung. There is no market for a tongue, but removing it will give a little more practice to your doctor. Removing any organ, tongue included, will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier.{{Check Tag|Detail Needed|Which and how bad}} For a more complete discussion, see [[Human_resources#Organ_harvesting|organ harvesting]].
  
If free roaming [[animal]]s are within the prison, then [[berserk]]ing prisoners will prioritize them over breaking out. You can place [[animal sleeping spot]]s inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to use [[straw matting]].
+
* '''Medical (mal)practice''': You could also replace an extremity with a wooden one, and then remove the wooden one and repeat until the patient dies on the operating table or you get bored of him. Yes, it's dark, but this is RimWorld.
  
=== Unwanted prisoners ===
+
* '''Selling To Slaver''': If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a -3 mood penalty labeled "[[Mood#A_prisoner_was_sold|A prisoner was sold]]" that lasts for 4 days and stacks up to 5 times, and gives other pawns a negative [[Social|opinion]] of the seller. Their current slave value can be seen under the Patient tab; this value will change with the current health and skills of the prisoner.
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a [[bionic spine]] to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.
 
  
There are several ways to dispose of these prisoners:
+
* '''Gifting To Slaver''': Similar to releasing them, but granting goodwill with the slaver's faction proportional to the slave's market value. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.
* '''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.
 
* '''Euthanasia:''' 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 euthanasia is less upsetting 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).
 
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty.
 
** [[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]], [[liver]], or second kidney/lung can be taken to kill. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty (stacks, but diminishing) for the colony, and even more if the prisoner was killed.
 
** Used for a [[gene extractor]]{{BiotechIcon}} or [[subcore ripscanner]]{{BiotechIcon}}, the latter of which is fatal.
 
* '''Selling:''' Prisoners can be sold for money at a [[faction base]] or slaver, or exchanged for [[honor]]{{RoyaltyIcon}} from a royal tribute collector. Each sold prisoner gives -3 [[mood]].
 
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.
 
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.
 
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.
 
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.
* 1.1 - Interface now reports the chance of a successful arrest before you try to make it.
+
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] [[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. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 
* [[Version/1.4.3529|1.4.3529]] - Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
 
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal. Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
 
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
 
* [[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.
 
  
 
[[Category:Characters]]
 
[[Category:Characters]]

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