Difference between revisions of "User:Hordes/HR"

From RimWorld Wiki
Jump to navigation Jump to search
Line 1: Line 1:
 
{{TOCright}}
 
{{TOCright}}
  
'''Human Resources''' are everything that a body can offer: '''[[slavery]]''', '''organ harvesting''', wearing '''[[Human leather|human skin]]''', '''[[Human meat|Cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
+
'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''organ harvesting''', wearing '''[[Human leather|human skin]]''', '''[[Human meat|Cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
  
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony - some colonies might even make it the preferred standard for living.
+
Most forms of HR impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the prefered standard for living, especially with mods or the [[Ideology]] DLC{{IdeologyIcon}}.
  
 
==Mood==
 
==Mood==
Line 9: Line 9:
  
 
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. [[Ideoligion]]{{IdeologyIcon}}, from the [[Ideology]] DLC, may instead give pawns mood ''buffs'' for many of these actions.
 
Some additional care can be taken to maintain mood levels through other means, such as providing additional [[recreation]], [[psychic soothe pulser]]s, better [[meal]]s, [[drugs]] or improved quality bed. [[Ideoligion]]{{IdeologyIcon}}, from the [[Ideology]] DLC, may instead give pawns mood ''buffs'' for many of these actions.
 
Performing "''harmful surgery on (a) member''" of another faction will immediately [[Factions#Damaging Relations|hurt relations]] by -20 points.  This is per prisoner, not per surgery.
 
  
 
=== Traits ===
 
=== Traits ===
Line 32: Line 30:
 
*'''Cannibalism: '''
 
*'''Cannibalism: '''
 
:*Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
 
:*Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
:*Cannibalism: Preferred (+) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
+
:*Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
 
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.
 
*'''Corpses:''' Don't Care - Negates penalties from seeing corpses, fresh or rotten.
 
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.
 
*'''Organ Use:''' Acceptable - Negates all penalties from organ harvesting.
Line 60: Line 58:
 
*If the heart and liver are both unavailable, you may harvest a second kidney or lung.
 
*If the heart and liver are both unavailable, you may harvest a second kidney or lung.
  
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||65.0}}. ''If'' a [[prosthetic heart]] is available, then you can replace a healthy heart for the cheaper prosthetic, for a profit of {{Icon Small|silver||920}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingl.
+
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||65.0}}. ''If'' a [[prosthetic heart]] is available, then you can replace a healthy heart for the cheaper prosthetic, for a profit of {{Icon Small|silver||920}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly.
  
 
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
 
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive.
 +
 +
===Mood===
 +
Colonists recieve a -5 mood debuff from an organ harvest, with each new organ providing a smaller but stacking debuff (max:5). If a vital organ is removed, then an additional and seperate -6 mood penalty is recieved for organ murder. Finally, the organ harvester recieves a social penalty. Single organ harvests (say, to replace a lost lung) are managable, but mass organ farms require a colony filled with special trats, suitable [[Ideolgion]], or massive mood buffs to function.
 +
 +
Cannibals don't like organ harvesting - if it isn't edible, it probably isn't ok. Bloodlusted and Psychopaths don't mind, however.
  
 
== Human butchering ==
 
== Human butchering ==
Line 89: Line 92:
  
 
===Mood===
 
===Mood===
Cannibals don't like organ harvest - if it's not on the menu, it's probably wrong. Ideoligion  
+
Butchering a corpse gives a colony wide -6 debuff. This doesn't stack, so butchering 1 or 100 corpses has the same effect. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. [[Shelf|Shelves]] are recommended if you have pawns that don't like seeing corpses on the ground. Other than the intial butcher, there isn't a special penalty to using its resource. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]), but they don't mind human meat used for [[kibble]], for instance.
 +
 
 +
The butcherer recieves a harsher penalty, which ''does'' stack with corpses. It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three don't mind butchering at all. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.
  
 
== Selling Slaves ==
 
== Selling Slaves ==
Line 100: Line 105:
 
The exact variables and their effect is still in need of analysis, but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Selling slaves incurs a smaller mood decrease, but can also be stacked and lasts longer. Butchering the resulting corpse from an organ death for leather and meat can increase the profit, at the cost of another mood debuff. Debuffs from slavery, organ harvesting, and butchering all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals or has an [[Ideoligion]]{{IdeologyIcon}} that negates them.
 
The exact variables and their effect is still in need of analysis, but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Selling slaves incurs a smaller mood decrease, but can also be stacked and lasts longer. Butchering the resulting corpse from an organ death for leather and meat can increase the profit, at the cost of another mood debuff. Debuffs from slavery, organ harvesting, and butchering all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals or has an [[Ideoligion]]{{IdeologyIcon}} that negates them.
  
===Selling Options===
+
===Mood===
*One way of dealing with this is to sell only 1-2 slaves every 4 days, keeping the mood debuff small, and easily managed by measures such as temporarily using [[drug]]s or [[lavish meal]]s, or simply tanking the mood if the colony is happy otherwise. Traders generally only stay for around two days, and only appear occasionally, which makes selling slowly difficult without a nearby [[faction base]].
+
In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story.
*Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
+
 
 +
Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily managable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occassionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].
 +
 
 +
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in [[cryptosleep casket]]s to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
  
 
== Slaves (Ideology DLC) ==
 
== Slaves (Ideology DLC) ==
Line 164: Line 172:
  
 
*Organ Use:Acceptable*
 
*Organ Use:Acceptable*
 
  
 
{{nav/guides}}
 
{{nav/guides}}
 
[[Category:Guides]]
 
[[Category:Guides]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]

Revision as of 06:36, 5 October 2022

Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, Cannibalism. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.

Most forms of HR impart significant mood penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the prefered standard for living, especially with mods or the Ideology DLCContent added by the Ideology DLC.

Mood

"Normal" colonists in base game (Core RimWorld) recieve penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will know these actions happened even while on a caravan, or in another settlement. Colonists will also recieve penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves.

Some additional care can be taken to maintain mood levels through other means, such as providing additional recreation, psychic soothe pulsers, better meals, drugs or improved quality bed. IdeoligionContent added by the Ideology DLC, from the Ideology DLC, may instead give pawns mood buffs for many of these actions.

Traits

The three traits below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).

  • Psychopath: No issue with fresh corpses, butchering corpses, slavery, or organ harvesting
  • does NOT like seeing rotten corpses, eating human flesh, or wearing human skin clothing
  • Bloodlust: No issue with corpses (even rotten), butchering, or organ harvesting.
  • likes to wear human skin, doesn't mind wearing tainted apparel (i.e. taken from a dead body)
  • does NOT like cannibalism or slavery
  • Cannibal: No issue with fresh corpses, butchering corpses, loves human flesh and likes human leather
  • does NOT like slavery or organ harvesting.

See Human Resources#Base Game for the full table.

Ideoligon

With the Ideology DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:

  • Cannibalism:
  • Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
  • Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
  • Corpses: Don't Care - Negates penalties from seeing corpses, fresh or rotten.
  • Organ Use: Acceptable - Negates all penalties from organ harvesting.
  • Slavery:
  • Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor
  • Slavery: Honorable - Mood buffs for selling slaves and enslaving others

See Human Resources#Ideoligon Precepts for the full table.

Uses

Humans and their corpses can be used for many valuable services:

Unprocessed Corpses

Animals don't mind eating humans - it isn't canibalism, after all. You may want to leave your pile of raider corpses for your wargs and other carnivores to eat, which also acts as free corpse disposal. Feeding raiders has no penalty for the colony, except for the seen corpse debuff.

Organ Harvesting

Organ harvesting requires a doctor and 2 units of herbal medicine or better. Organs must be undamaged; diseased organs are not available to harvest. The kidneys, lungs, liver and heart are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:

  • 1 kidney worth Silver 900
  • 1 lung worth Silver 1,000
  • Either 1 heart or 1 liver, worth Silver 1,200.
    • If you have a prosthetic heart, you may replace a healthy heart with the cheaper prosthetic (costing Silver 230), then harvest the liver, worth Silver 1,200.

Harvesting three organs is worth a total of Silver 900 + Silver 1,000 + (Silver Expression error: Unrecognized punctuation character ",". or Silver 1,200) = Silver 1150 market value.

  • Placing a prosthetic heart and harvesting the liver adds Silver 1,200 and subtracts -Silver 230, for a total of Silver 1420, more if you can craft your own prosthetic hearts.
  • If the heart and liver are both unavailable, you may harvest a second kidney or lung.

If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of Silver 65.0. If a prosthetic heart is available, then you can replace a healthy heart for the cheaper prosthetic, for a profit of Silver 920. If the organ "donor" is still alive, they'll receive a -30 mood penalty per organ removed, at 75% stacking, up to 5 times. Expect survivors to break, so check their melee skill accordingly.

Their default market value is displayed above. In practice the actual buying/selling price is the market price modified by trading skills/etc., and failing the surgery makes things more expensive.

Mood

Colonists recieve a -5 mood debuff from an organ harvest, with each new organ providing a smaller but stacking debuff (max:5). If a vital organ is removed, then an additional and seperate -6 mood penalty is recieved for organ murder. Finally, the organ harvester recieves a social penalty. Single organ harvests (say, to replace a lost lung) are managable, but mass organ farms require a colony filled with special trats, suitable Ideolgion, or massive mood buffs to function.

Cannibals don't like organ harvesting - if it isn't edible, it probably isn't ok. Bloodlusted and Psychopaths don't mind, however.

Human butchering

By default, "humanlike corpses" is turned off under the [Details...] tab under [Bills] on a butcher table, to avoid accidental over-enthusiasm. Simply go in and turn click it back on, and get to your dark deeds. Butchering a human produces Human meat human meat and Human leather human leather.

If people are butchered, they should be butchered together, as the colony-wide mood debuff does not stack. Shelves should be used to "hide" corpses from colonists who dislike seeing them.

The most important factor is to have a pawn that does not get the butchering penalty to do butchering. That penalty stacks and gets quite large. Meanwhile, any number of corpses can be butchered and the mood penalty to the rest of the colony will be the same. Obviously the right ideoligionContent added by the Ideology DLC makes this significantly easier.

Human Meat

Human meat is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a lavish meal, but this is trading a colony-wide -6 buff (for butchering a corpse at all) for a +20 for a single colonist.

Human meat can also be used in a biofuel refinery to create chemfuel, used to make kibble and other animal meals, and used in a biosculpter podContent added by the Ideology DLC with no penalties (beyond the initial butchering).

Human Leather

Human leather, the other by-product of butchering a human, is terrible as a protective textile, but has a high market value. If made into clothing, wearing such items give a mood boost to pawns with the bloodlust or cannibal traits.

Without DLC, creating human armchairs or dusters is the most valuable way to use textiles. If the Royalty DLCContent added by the Royalty DLC is enabled, this role is instead taken by formal vests and corsets.

Market Value

A human corpse provides an average of 92.5 human meat, before missing body arts and scenario modifiers are taken into acount, for a market value of Silver 73.92. This can be cooked into Simple meal 9.25 simple meals worth Silver 138.75 and costing 5 work, or processed in a biofuel refinery for Chemfuel 46.25, worth Silver 106.37. Fine meals are more valuable if you have the vegetable ingredients for them.

They also provide an average of 50 human leather, worth Silver 210 on its own. It is enough for 5/8ths of a duster; when converted into normal quality dusters, each corpse is worth around Silver 231.25 and 105 work. However, there may be leftover human leather, which is not accounted for.

Therefore, each undamaged butchered corpse is worth Silver 284 in raw resources. If corpses are butchered into bulk, they are worth Silver 370 when converted into simple meals and normal quality dusters. This is before considering corpse damage, sell prices, quality...

Mood

Butchering a corpse gives a colony wide -6 debuff. This doesn't stack, so butchering 1 or 100 corpses has the same effect. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. Shelves are recommended if you have pawns that don't like seeing corpses on the ground. Other than the intial butcher, there isn't a special penalty to using its resource. Pawns don't like eating human meat (even in nutrient paste), but they don't mind human meat used for kibble, for instance.

The butcherer recieves a harsher penalty, which does stack with corpses. It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three don't mind butchering at all. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.

Selling Slaves

Slavery in Core RimWorld is the sale of prisoners to other factions. Humans have a base value of Silver 1750. This is reduced and increased by various traits, reduced by injuries and ailments, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly.

Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. Psychopaths are immune to the debuff, but there is no other way to avoid it in Core Rimworld. Non-psychopaths will have a significant negative opinion of whoever sells the slaves.

The exact variables and their effect is still in need of analysis, but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Selling slaves incurs a smaller mood decrease, but can also be stacked and lasts longer. Butchering the resulting corpse from an organ death for leather and meat can increase the profit, at the cost of another mood debuff. Debuffs from slavery, organ harvesting, and butchering all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals or has an IdeoligionContent added by the Ideology DLC that negates them.

Mood

In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story.

Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily managable mood debuff. You can improve their rooms, temporarily use drugs or lavish meals, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occassionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby faction base.

Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in cryptosleep caskets to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.

Slaves (Ideology DLC)

With IdeologyContent added by the Ideology DLC, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero.

Although slaves are controllable and appear in the colonist bar, they work at 85% speed and you run the risk of a slave rebellion, similar to a prison break. The frequency of slave rebellions are determined by mood, suppression, proximity of weapons, and the presence of colonists. Unlike prisoners, colonists and slaves can have intimate relationships.

Colonists and slaves cannot sleep in the same bed, but they can sleep in the same room. If you want the two to sleep together, both must be made into colonists or slaves.

Mood Tables

Base Game

Trait Observes corpse Observes rotting corpse Butchers human Somebody butchers human (colonywide) Eats raw human flesh Eats meal with human flesh Wears human skin clothing Trades human flesh or leather A slave is sold (colonywide) An organ is harvested (colonywide)
 None
(average
 colonist)
-3 Mood (0.25 days. 3 Stacks. 0.5 Stack Multiplier) -7 Mood (0.25 days. 5 Stacks. 0.3 Stack Multiplier) -6 Mood (6 days. 4 Stacks. 0.75 Stack Multiplier) -6 Mood (6 days. 1 Stack) -20 Mood (1 day. 1 Stack) -15 Mood (1 day. 1 Stack) -3/-5/-7/-8 Mood No Debuff -3 Mood (4 days. 5 Stacks) -5 Mood (7.5 days. 5 Stacks. 0.75 Stack Multiplier)
Psychopath Immune to Debuff Normal Penalty Immune to Debuff Immune to Debuff Normal Penalty Normal Penalty Normal Penalty No Debuff Immune to Debuff Immune to Debuff
Bloodlust Immune to Debuff Immune to Debuff Immune to Debuff Immune to Debuff Normal Penalty Normal Penalty +3/+5/+7/+8 Mood No Debuff Normal Penalty +4 Mood (stack unknown)
Cannibal Immune to Debuff Normal Penalty Immune to Debuff Immune to Debuff +20 Mood (1 day. 1 Stack) +15 Mood (1 day. 1 Stack) +3/+5/+7/+8 Mood No Debuff Normal Penalty Normal Penalty

Ideoligon Precepts

Cannibalism Precepts Butchers human Somebody butchers human (colonywide) Eats human flesh Wears human skin clothing Eats non-human flesh meal
Cannibalism: Abhorrent -12 Mood (6 days.) -5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) -20 Mood (1 day. 1 Stack) -2/-4/-6/-8 Mood Immune to Debuff
Cannibalism: Horrible -6 Mood (6 days.) -3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) -12 Mood (1 day. 1 Stack) -2/-3/-5/-6 Mood Immune to Debuff
Cannibalism: Disapproved -3 Mood (6 days.) -1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) -5 Mood (1 day. 1 Stack) -1/-2/-3/-4 Mood Immune to Debuff
Cannibalism: Acceptable Immune to Debuff Immune to Debuff Immune to Debuff Immune to Debuff Immune to Debuff
Cannibalism: Preferred Immune to Debuff Immune to Debuff +2 Mood (1 day. 1 Stack) +1/+2/+3/+4 Mood Immune to Debuff
Cannibalism: Required (Strong) Immune to Debuff Immune to Debuff +4 Mood (1 day. 1 Stack) +2/+3/+5/+6 Mood -2 Mood (1 day. 1 Stack)
Cannibalism: Required (Ravenous) Immune to Debuff Immune to Debuff +6 Mood (1 day. 1 Stack) +2/+4/+6/+8 Mood -4 Mood (1 day. 1 Stack)
Corpse Precepts Observes Corpse Observes rotting corpse
Corpses: Ugly -4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier) -6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier
Corpses: Don't care Immune to Debuff Immune to Debuff
  • Organ Use:Acceptable*