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 8: Line 8:
 
{{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>
 
{{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>
  
== Summary ==
+
==Summary==
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.
+
Prisoners are ordinary pawns. They have no [[Recreation]] or [[Outdoors]] need, 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.
  
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.  
+
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 clothing placed in their cell, and eat the best food (for [[mood]]) available to them. Otherwise, wardens will bring the best possible food to them.{{Check Tag|??|Verify. Is it possible to change settings?}} A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.  
  
 
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.
 
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.
  
=== Unwaveringly loyal ===
+
===Unwaveringly loyal===
 
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 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}}.
  
{{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.  
+
Unwavering loyalty can be disabled in the [[storyteller settings]].
  
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.
+
===Caravans===
 
 
=== Caravans ===
 
 
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]].
 
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]].
  
 
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.
 
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.
  
== Capturing prisoners ==
+
==Capturing prisoners==
 
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).
 
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:
 
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]].
+
*[[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:
+
** Raiders in particular have a chance to die whenever they are downed from [[pain]], but not from a [[psychic shock lance]], [[blood loss]], etc.
*** [[Psychic shock lance]], although there is a risk of burning the brain
+
*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 [[Social]] skill and will be displayed on the prompt. If it fails, the target will go [[berserk]].  
*** [[Blood loss]]
+
**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 will not end [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]].
*** [[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.
 
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.
Line 44: Line 39:
 
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.
 
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.
  
=== Reasons to imprison ===
+
===Reasons to imprison===
* To recruit raiders, guests, or transport pod crashes into a colony.
+
*To recruit raiders, guests, or transport pod crashes into a colony.
* To use raiders for their [[human resources]].
+
*To use raiders for their [[human resources]].
* To end most [[mental break]]s. Colonists can immediately be released afterwards.
+
*To end most [[mental break]]s. Colonists can immediately be released afterwards.
* To keep a colonist restrained in order to overcome [[drug]] withdrawal.
+
*To keep a colonist restrained in order to overcome [[drug]] withdrawal.
* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}
+
*To convert a colonist to a desired [[ideoligion]].{{IdeologyIcon}}
* To act as sources of [[Genes#Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}
 
  
== Prisons ==
+
==Prisons==
[[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.]]
 
 
Prisons are required to hold prisoners.
 
Prisons are required to hold prisoners.
=== Creation ===
+
===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.
+
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.
  
=== General ===
+
===General===
 
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.
 
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.
  
Line 67: Line 60:
 
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.
 
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.
  
== Interaction ==
+
==Interaction==
 
Players can assign wardens to do the following tasks:
 
Players can assign wardens to do the following tasks:
* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.
+
*'''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.
* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not 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.
+
*'''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists/slaves will rejoin the colony, while other factions will attempt to leave the map.
* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.
+
*'''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.
  
 
The following options are added by [[DLC]]:
 
The following options are added by [[DLC]]:
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.
+
*'''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#will|will]], then forces them into [[slave]]ry.
* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.
+
*'''[[#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]].
+
*'''[[#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.
+
*'''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the ''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.
+
*'''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Doctors will automatically extract [[hemogen pack]]s from the prisoner.
  
=== Resistance ===
+
===Resistance===
 
{{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.
 
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.
Line 89: Line 82:
 
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 recruitment, see [[#Recruitment]].
+
For exact mechanics and chances of recuitment, see [[#Recruitment]].
  
==== Will ====
+
====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.
+
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 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.
+
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===
 
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.  
 
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.  
  
 
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.
 
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.
  
Releasing a colonist will have them rejoin your colony. [[Slave]]s retain their home faction.
+
Releasing a colonist will have them rejoin your colony.
  
=== Execute ===
+
===Execute===
 
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 [[precept]] Execution: Respected if Guilty instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The precept Execution: Required gains the same moodlets (but shorter) for executing anyone. If the execution was desired, then fluid ideoligions gain a development point.
  
Executed prisoners who are then [[Resurrector mech serum|resurrected]] will have the execute toggle deselected to prevent their immediate re-execution.
+
===Convert===
 
 
=== Convert ===
 
 
{{Ideology|section=1}}
 
{{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.
 
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.
Line 119: Line 110:
 
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.
 
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.
  
=== Hemogen ===
+
===Hemogen===
 
{{Biotech|section=1}}
 
{{Biotech|section=1}}
==== Bloodfeed ====
+
====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.
 
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 ====
+
====Hemogen Farm====
 
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.
 
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 ===
+
===Other===
* 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 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 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 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 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}}.
+
*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.
+
*If a prisoner dies, the mood penalty depends on their cause of death. "Intentional" means, like violent combat, count as an execution.
  
 
== Prison break ==
 
== Prison break ==
{{Move|section=1|destination=Events|reason=Double up - See [[Talk:Events#Prison break is doubled up]] for discussion}}
+
{{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]] stat
* [[Gene]]s relating to aggression.{{BiotechIcon}}
+
*Prisoner [[mood]]{{Check Tag|Verify}}
* Number of prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
+
*[[Gene]]s relating to aggression{{BiotechIcon}}
 
+
*More 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.
 
 
 
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.
 
  
== Recruitment ==
+
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.  
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).
 
  
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).  
+
To fight escaping prisoners with less risk of killing them, use blunt weaponry, including guns in melee, or unarmed combat. Place your exits away from the map edge and keep as few doors as you need. Put weapons away from your prisoners, and watch out for downed fighters dropping their own wepaons.
  
=== Starting resistance ===
+
==Recruitment==
 +
===Starting resistance===
 
Each prisoner has their own recruitment difficulty:
 
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%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.
+
*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.
 
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.
Line 166: Line 152:
 
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:
 
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:
  
 
'''Prisoner's [[opinion]] of the warden:'''
 
'''Prisoner's [[opinion]] of the warden:'''
* At -100 opinion, the resistance reduction factor is 50%.
+
*At -100 opinion, the resistance reduction factor is 50%.
* At 0 opinion, the resistance reduction factor is 100%.
+
*At 0 opinion, the resistance reduction factor is 100%.
* At 100 opinion, the resistance reduction factor is 150%.
+
*At 100 opinion, the resistance reduction factor is 150%.
  
 
'''Prisoner [[mood]]:'''
 
'''Prisoner [[mood]]:'''
* At 0% current mood, the resistance reduction factor is 20%.
+
*At 0% current mood, the resistance reduction factor is 20%.
* At 50% mood, the resistance reduction factor is 100%.
+
*At 50% mood, the resistance reduction factor is 100%.
* At 100% mood, the resistance reduction factor is 150%.
+
*At 100% mood, the resistance reduction factor is 150%.
  
 
'''Negotiation Ability:'''
 
'''Negotiation Ability:'''
* See [[Negotiation Ability]].
+
*See [[Negotiation Ability]].
  
==== Word of Trust ====
+
====Word of Trust====
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.
+
In addition, the [[psycast]] Word of Trust will reduce resistance. It reduces resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] (and no other factors).
  
== Tips ==
+
==Tips==
=== Mood regulation ===
+
===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:
 
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 prisoners seperate rooms, preferably one that isn't cramped.
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].
+
*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.
+
*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.
+
*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:
+
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 Crisis of Belief, 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.
* 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.
+
*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 them in [[pain]]. Use blunt melee attacks to avoid causing major damage. This always comes at the risk of scarring or permanent damage, however.
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 ===
+
===Prisoner suppression===
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.
+
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. Prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape.
  
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.
+
If you need to keep the prisoner alive, it is best to use melee - either with a blunt weapon, or just bashing with a gun. 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.
  
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]].
+
If free roaming [[animal]]s are inside the prison (e.g. place [[animal sleeping spot]]s inside), then [[berserk]]ing prisoners will prioritize them over breaking out. This is an automatic way of prisoner supression, but is more dangerous than regular melee. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to place [[straw matting]], or turn the prison into a flat out barn as well.
  
=== Unwanted prisoners ===
+
===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 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.
+
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 simply can't be recruited normally, so fall under the same boat.
  
 
There are several ways to dispose of these prisoners:
 
There are several ways to dispose of these prisoners:
* '''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 upseting 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 incidential death or non-guilty euthenasia), 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.
+
*'''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, and it is a very easy way to gain development points. Minor mood penalty otherwise, if the prisoner was 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.  
** [[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.
+
**[[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.
+
**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]].
+
*'''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 ==
Line 226: Line 210:
 
* [[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. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
+
* [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added.
* [[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]]

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: