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Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].
 
Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].
  
Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.
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Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Traits#Psychopath|Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.
  
 
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.
 
Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.

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