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=== 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.
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*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]].
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*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.
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*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}}.
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*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}}.
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*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.
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*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 ==
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=== Starting resistance ===
 
=== 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%.
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*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.
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*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.
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*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.
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'''Prisoner's [[opinion]] of the warden:'''
 
'''Prisoner's [[opinion]] of the warden:'''
* At -100 opinion, the resistance reduction factor is 50%.
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*At -100 opinion, the resistance reduction factor is 50%.
* At 0 opinion, the resistance reduction factor is 100%.
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*At 0 opinion, the resistance reduction factor is 100%.
* At 100 opinion, the resistance reduction factor is 150%.
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*At 100 opinion, the resistance reduction factor is 150%.
  
 
'''Prisoner [[mood]]:'''
 
'''Prisoner [[mood]]:'''
* At 0% current mood, the resistance reduction factor is 20%.
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*At 0% current mood, the resistance reduction factor is 20%.
* At 50% mood, the resistance reduction factor is 100%.
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*At 50% mood, the resistance reduction factor is 100%.
* At 100% mood, the resistance reduction factor is 150%.
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*At 100% mood, the resistance reduction factor is 150%.
  
 
'''Negotiation Ability:'''
 
'''Negotiation Ability:'''
* See [[Negotiation Ability]].
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*See [[Negotiation Ability]].
  
 
==== Word of Trust ====
 
==== Word of Trust ====

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