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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>
 
 
 
==Summary==
 
Prisoners are ordinary pawns. They have no [[Recreation]] or [[Outdoors]] need, but all other needs and most [[mood]]lets apply to them, including 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, outside of a [[#Prison Break|prison break]]. 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 open because of an item inside.
 
 
 
Prisoners 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}} A prisoner's medical defaults can be adjusted in their Health tab.
 
 
 
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.
 
 
 
===Unwaiveringly loyal===
 
Unwaiveringly loyal prisoners are unable to be recruited to your colony. They do not have a resistance stat. In addition, they are unable to be converted to a different [[ideoligion]].{{IdeologyIcon}} They are otherwise the same as regular prisoners, including becoming a [[slave]]{{IdeologyIcon}}.
 
 
 
Unwaivering loyalty can be disabled in the [[storyteller settings]].
 
 
 
===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]].
 
 
 
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==
 
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:
 
*[[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]]. Raiders in particular have a chance to die whenever they are downed from [[pain]].
 
*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. If it fails, the target will go [[berserk]]. Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends the mental break, unless it is [[Mental break#Run wild|run wild]].
 
 
 
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 a friendly faction.
 
 
 
==Prisons==
 
===Creation===
 
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 of out 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.
 
 
 
===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.
 
 
 
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.
 
 
 
===Analysis===
 
Firstly, make sure that your prison is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via [[storage zone]] or wardens).
 
 
 
If you want to increase prisoner mood, you can do the following:
 
*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]]
 
*Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.
 
Increasing mood makes prisoners easier to recruit and makes them less likely to go [[berserk]].
 
 
 
If you want to change the target's [[ideoligion]]{{IdeologyIcon}}, then instead make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a Crisis of Belief.
 
 
 
==Interaction==
 
Players can assign wardens to do the following tasks:
 
*'''[[#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/slaves 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]]:
 
*'''[[#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.
 
*'''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].
 
*'''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the ''Bloodfeeder'' [[gene]] will drink the prisoner's blood.
 
*'''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Doctors will automatically extract [[hemogen pack]]s from the prisoner.
 
 
 
===Resistance===
 
{{see also|#Recruitment mechanics{{!}}Recruitment}}
 
Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaiveringly loyal prisoners do not have a resistance stat, and can't be recruited.
 
 
 
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.
 
 
 
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 on recuitment, see [[#Recruitment]].
 
 
 
====Will====
 
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.
 
 
 
===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.
 
 
 
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 fierce tribes do not interact with goodwill, so releasing them has no effect.
 
 
 
Releasing a colonist will have them rejoin your colony.
 
 
 
===Execute===
 
Wardens will cut a prisoner's neck immediately, killing them without fail.
 
 
 
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 [[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 execution is desired, then it also gives development points for a fluid ideoligion.
 
 
 
This is a different action from the ''Prisoner execution'' [[ritual]].
 
 
 
===Convert===
 
{{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.
 
 
 
===Hemogen===
 
{{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====
 
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===
 
*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 will never decrease 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}}.
 
*If a prisoner dies, the mood penalty depends on their cause of death. "Intentional" means, like violent combat, count as an execution.
 
 
 
== Prison break ==
 
{{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:
 
*Number of [[door]]s in their cell
 
*Prisoner [[Moving]] stat
 
*Prisoner [[mood]]{{Check Tag|Verify}}
 
*[[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.
 
 
 
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.
 
 
 
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee. 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.
 
 
 
==Recruitment==
 
===Starting resistance===
 
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%.
 
*For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]] have a harder time recruiting outlanders, for instance.
 
*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.
 
 
 
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.
 
 
 
===Resistance reduction===
 
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:
 
 
 
'''Prisoner's [[opinion]] of the warden:'''
 
*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%.
 
 
 
'''Prisoner [[mood]]:'''
 
*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:'''
 
*See [[Negotiation Ability]].
 
 
 
====Word of Trust====
 
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==
 
===Prisoner suppression===
 
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 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.
 
 
 
===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. Unwaivering prisoners simply can't be recruited normally, and fall under the same boat.
 
 
 
There are several ways to dispose of these prisoners:
 
*'''Release:''' Colonists will not become upset if a 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/enslave 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.
 
*'''Euthenasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner execution is less upseting than an execution.
 
*'''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. Artifical limbs can be removed without penalty.
 
**[[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]] or [[liver]] can be taken. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty for the colony.
 
**Used for [[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]].
 
 
 
[[Category:Characters]]
 
 
 
== Version history ==
 
* [[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/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] [[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.
 

Latest revision as of 19:52, 27 January 2023