Difference between revisions of "Human resources"

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{{Move|reason=With [[Slavery]] page needed with Ideology, this page might be better as a directory & summary and the info split up to individual pages}}
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{{Stub|reason=To quote: "Anomaly has provided so many new employment opportunities for freedom-challenged individuals" - e.g. psychic rituals, ghoulification, shambler traps etc. Inhumanized also offers new ways of making nobody care about offboarding human resources}}
 
{{TOCright}}
 
{{TOCright}}
'''[[Human meat|Cannibalism]]''', '''slavery''', '''organ harvesting''' from captives, wearing '''[[Human leather|human skin]]''', human '''corpses''' in general: most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource, even the human ones. If these occur in your colony it will impart significant [[mood]] penalties on many colonists, but they are also a potential route to survival and even a source of income.
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'''Human Resources''' are everything that a human body can offer: '''[[slavery]]''', '''[[Human Resources#Organ Harvesting|organ harvesting]]''', wearing '''[[Human leather|human skin]]''', and outright '''[[Human meat|cannibalism]]'''. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
  
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.
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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, especially with mods or the [[Ideology DLC]].
  
== Traits ==
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== Mood penalties ==
 +
"Normal" colonists in base game (Core RimWorld) receive penalties whenever ''anyone'' in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but ''not'' butchering) even while on a [[caravan]], or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.
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 +
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. However, reserving these mood regulators for your organ farm could mean that a poorly timed [[psychic drone]] on top could seriously mess with your colony.
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 +
A pawn's [[Ideoligion]]{{IdeologyIcon}} may change what they feel about these practices - they might enjoy or even ''require'' them. See [[Human resources#Ideoligion]] for more details.
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 +
=== Mood table (Core) ===
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Without any DLC:
 +
{| class="wikitable center"
 +
! Trait !! [[Mood#Observed corpse|Observes corpse]] !! [[Mood#Observed rotting corpse|Observes rotting corpse]] !! [[Mood#I butchered humanlike|Butchers human]] !! [[Mood#We butchered humanlike|Somebody butchers human (colony-wide)]] !! [[Mood#Raw cannibalism|Eats raw human flesh]] !! [[Mood#Cooked cannibalism|Eats meal with human flesh]] !! Wears human skin clothing !! Trades human flesh or leather !! [[Mood#A prisoner was sold|A slave is sold]] (world-wide) !! [[Mood#Someone's organ harvested|An organ is harvested]] (world-wide) !! Harvests organ
 +
|-
 +
! None<br>(average<br>colonist)
 +
| {{--|4 Mood}}<br>(0.5 days,<br> 3 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(0.5 days,<br> 5 stacks,<br> 0.5 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 4 stacks,<br> 0.75 stack multiplier) || {{--|6 Mood}}<br>(6 days,<br> 1 stack) || {{--|20 Mood}}<br>(1 day,<br> 1 stack) || {{--|15 Mood}}<br>(1 day,<br> 1 stack) || {{--|3/−5/−7/−8 Mood}} || – || {{--|3 Mood}}<br>(4 days,<br> 5 stacks) || {{--|5 Mood}}<br>(7.5 days,<br> 5 stacks,<br> 0.75 stack multiplier) || –
 +
|-
 +
! [[Psychopath]]
 +
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || – || –
 +
|-
 +
! [[Bloodlust]]
 +
| – || – || – || – || <span style="color:firebrick">'''Normal penalty'''</span> || <span style="color:firebrick">'''Normal penalty'''</span> || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || – || {{+|4 Mood}}<br>(1 stack)
 +
|-
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! [[Cannibal]]
 +
| – || <span style="color:firebrick">'''Normal penalty'''</span> || – || – || {{+|20 Mood}}<br>(1 day,<br> 1 stack) || {{+|15 Mood}}<br>(1 day,<br> 1 stack) || {{+|3/+5/+7/+8 Mood}} || – || <span style="color:firebrick">'''Normal penalty'''</span> || – || –
 +
|-
 +
|}
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Note that the "[[Mood#Someone's organ harvested|Someone's organ harvested]]" debuff does not affect the colonist performing the operation, nor the patient, that will have the "[[Mood#My organ harvested|My organ harvested]]" debuff instead.
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 +
The [[Ideology DLC]] changes the impact of these actions. All [[Ideoligion]]s have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a {{--|4}} moodlet for observing a fresh corpse, instead of the {{--|3}} in the base game. See [[Human resources#Ideoligion table]] for more details.
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=== 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).
 
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]]'''
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* '''[[Psychopath]]''': No issue with slavery or organ harvesting
:* has no issues seeing fresh corpses or butchering them
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:*No issue with seeing fresh corpses or butchering corpses
:* has no qualms about slavery and organ harvesting
 
 
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing
 
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing
  
* '''[[Bloodlust]]'''
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* '''[[Bloodlust]]''': No issue with organ harvesting. Likes to wear human leather, doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)
:* has no issues seeing fresh corpses or butchering them
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:*No issue with seeing corpses (even rotten) or butchering corpses
:* likes to wear human skin
 
:* only one who doesn't mind seeing rotting corpses
 
:* doesn't mind wearing [[tainted]] apparel (i.e. taken from a dead body)
 
 
:* does '''NOT''' like cannibalism or slavery
 
:* does '''NOT''' like cannibalism or slavery
  
* '''[[Traits#Cannibal|Cannibal]]'''
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* '''[[Cannibal (Trait)|Cannibal]]''': Loves human flesh and likes to wear human leather
:* has no issues seeing fresh corpses or butchering them
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:*No issue with seeing fresh corpses or butchering corpses
:* loves to eat human flesh
 
:* likes clothing made from skin
 
 
:* does '''NOT''' like slavery or organ harvesting.
 
:* does '''NOT''' like slavery or organ harvesting.
  
== Table of mood effects ==
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== Unprocessed corpses ==
These are the standard penalties (and a few boosts) that colonists suffer from this category of activities.
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[[Animal]]s don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of [[raider]] corpses for your [[warg]]s and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but [[Carrier]] [[dryad]]s {{IdeologyIcon}} and [[Lifter]] mechs {{BiotechIcon}} don't mind - set a [[zone]] so that human haulers won't go to the corpse area.
{| class=wikitable
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! 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)
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Corpses may also be stripped from their clothes. With an [[electric smelter]], you may scrap armor and weapons for small amounts of resources like [[steel]], which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered [[tainted]], so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of [[marine armor]], or that [[megasloth wool]] [[parka]] in an [[biomes#Ice Sheet|ice sheet]].
|-
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| None || <span style="color:#ff0000">-3 Mood (0.25 days. 3 Stacks. 0.5 Stack Multiplier)</span> || <span style="color:#ff0000">-7 Mood (0.25 days. 5 Stacks. 0.3 Stack Multiplier)</span> || <span style="color:#ff0000">-6 Mood (6 days. 4 Stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-6 Mood (6 days. 1 Stack)</span> || <span style="color:#ff0000">-25 Mood (1 day. 3 Stacks. 0.25 Stack Multiplier)</span> || <span style="color:#ff0000">-20 Mood (1 day. 3 Stacks. 0.25 Stack Multiplier</span> || <span style="color:#ff0000">-3/-5/-7/-8 Mood</span> || <span style="color:#000000">No Debuff</span> || <span style="color:#ff0000">-3 Mood (4 days. 5 Stacks)</span> || <span style="color:#ff0000">-5 Mood (7.5 days. 5 Stacks. 0.75 Stack Multiplier)</span>
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== Organ harvesting ==
|-
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{{See also|Surgery|Medical Surgery Success Chance}}
| Psychopath || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#000000">No Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
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Organ harvesting requires a live pawn, a doctor and 2 units of [[herbal medicine]] or better. Organs must be undamaged; diseased organs are not available to harvest. The [[kidney]]s, [[lung]]s,  [[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:
|-
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* 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}
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* 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
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* ''Either'' 1 heart or 1 liver, worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}.
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Harvesting three organs is worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base #}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base #}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}}}}}} market value.  
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*If you have a [[prosthetic heart]], which costs {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}, for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Liver|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.
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*If the pawn has the [[Genes#Deathless|Deathless]] gene{{BiotechIcon}}, then you can harvest all 6 organs for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}}}}}}. A [[sanguophage]] quest can net a huge sum of money.  
 +
** If installing the [[xenogerm]] yourself, 1 [[archite capsule]] costs {{Icon Small|silver||{{Q|Archite capsule|Market Value Base}}}} to buy, for a net profit of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + 2*{{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} + {{Q|Liver|Market Value Base #}} - {{Q|Archite capsule|Market Value Base #}} }}}}.
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** A [[Void touched]]{{AnomalyIcon}} pawn with the Deathless gene will grow back organs, and can be duplicated using a [[Corrupted obelisk]]{{AnomalyIcon}} to create a renewable source of organs for infinite profit, but requires completion of the [[Anomaly (DLC)]]{{AnomalyIcon}}.
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*If the heart and liver are both unavailable, you may harvest a second kidney for a total of {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + 2* {{Q|Kidney|Market Value Base #}}}}}} or lung for a total of {{Icon Small|silver||{{#expr: 2*{{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}}}}}}.
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 +
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||{{#expr: {{Q|Lung|Market Value Base #}} +  {{Q|Kidney|Market Value Base #}}}}}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||{{#expr: {{Q|Lung|Market Value Base #}} + {{Q|Kidney|Market Value Base #}} + {{Q|Heart|Market Value Base #}} - {{Q|Prosthetic heart|Market Value Base #}}}}}}. 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. Alternatively, you can install [[peg leg]]s and [[wooden hand]]s to reduce their effectiveness, at the cost of 1 [[wood]] and even more medicine. Deathless void touched pawns will be comatose until vital organs are regrown, rendering them harmless.
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 +
Pawns with [[bionic]]s or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.
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 +
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.
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 +
===Mood===
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To the entire colony:
 +
*{{--|5}} - Any organ harvested. This moodlet "stacks" dimminishingly; 5 organs give -15 mood.
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*{{--|6}} - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.
  
| Bloodlust || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#008000">+3/+5/+7/+8 Mood</span> || <span style="color:#000000">No Debuff</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#008000">+4 Mood (stack unknown)</span>
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To the harvester:
|-
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*{{--|5}} - I harvested organ. 5 organs give -15 mood.
| Cannibal</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+20 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+15 Mood (2 day. 1 Stack)</span> || <span style="color:#008000">+3/+5/+7/+8 Mood</span> || <span style="color:#000000">No Debuff</span> || <span style="color:#ff0000">Normal Penalty</span> || <span style="color:#ff0000">Normal Penalty</span>
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*Mood penalties for seeing [[corpse]]s
|-
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*Social penalty.
|}
 
  
==== Ideology precepts & mèmes ====
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Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable [[ideoligion]], or massive mood buffs to function.
{{Ideology|No category}}
 
{{Stub|section=1|reason=Mood debuffs involving the Ideology DLC needed}}
 
{| class=wikitable
 
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal
 
|-
 
| Cannibalism: Abhorrent</span> || <span style="color:#ff0000">-12 Mood (6 days.)</span> || <span style="color:#ff0000">-5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-20 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-2/-4/-6/-8 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Horrible</span> || <span style="color:#ff0000">-6 Mood (6 days.)</span> || <span style="color:#ff0000">-3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-12 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-2/-3/-5/-6 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Disapproved</span> || <span style="color:#ff0000">-3 Mood (6 days.)</span> || <span style="color:#ff0000">-1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier)</span> || <span style="color:#ff0000">-5 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-1/-2/-3/-4 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Acceptable</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Preferred</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+2 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+1/+2/+3/+4 Mood</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|-
 
| Cannibalism: Required (Strong)</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+4 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+2/+3/+5/+6 Mood</span> || <span style="color:#ff0000">-2 Mood (1 day. 1 Stack)</span>
 
|-
 
|-
 
| Cannibalism: Required (Ravenous)</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#008000">+6 Mood (1 day. 1 Stack)</span> || <span style="color:#008000">+2/+4/+6/+8 Mood</span> || <span style="color:#ff0000">-4 Mood (1 day. 1 Stack)</span>
 
|-
 
|}
 
{| class=wikitable
 
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse
 
|-
 
| Corpses: Ugly</span> || <span style="color:#ff0000">-4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier)</span> || <span style="color:#ff0000">-6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier</span>
 
|-
 
|-
 
| Corpses: Don't care</span> || <span style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|}
 
  
 
== Human butchering ==
 
== Human butchering ==
{{Stub|section=1|reason=Analysis of advantages and disadvantages of butchering humans needed}}
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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 a base yield of {{Icon Small|human meat||{{Q|Human|Meat Yield}}}} [[human meat]] and {{Icon Small|human leather||{{Q|Human|Leather Yield}}}} [[human leather]].  
Butchering humans may be either used as a last resort in a normal colony, or used as a nice mood buff for cannibals. Human [[meat]] is absolutely disgusting for non-cannibals (see above for mood debuffs), but to cannibals, raw flesh is even better than a [[lavish meal]]. In normal, non-cannibalistic colonies, human flesh can be kept for cannibals, but sometimes butchering humans is not worth the effort (trading a colony-wide -6 for a +10 or +20 for a few or single colonist). If people are butchered, they should be butchered together, as the mood debuff does not stack. It can also be kept as a last resort food, such as during a famine or a toxic fallout. Anyhow, corpses should be only hauled and butchered by colonists who don't care about corpses, and stored in shelves to stop non-sociopathic colonists from seeing the corpse before it is butchered.
 
  
[[Human leather]], the other by-product of butchering a human, is terrible as a protective [[textile]], but has a high [[market value]], so making items such as [[armchair]]s or [[duster]]s from it for [[trade]] is probably the best use.
+
Before [[AI Storytellers#Butchering yield|Difficulty and Storyteller]] modifiers, each undamaged adult corpse, butchered by a pawn with 100% [[Butchery Efficiency]] (or 10+ Cooking skill), is worth {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}} + {{Q|Human|Leather Yield}}*{{Q|Human leather|Market Value Base}}}}}} in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to [[packaged survival meal]]s and [[duster]]s provides an average of {{Icon Small|silver||338}} per corpse.{{Check Tag|Detail|Expected value at say, skill 10?}} This is before considering corpse damage, duster quality, [[Trade Price Improvement|trading skills]] etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.
  
== Slavery ==
+
=== Human meat ===
{{Stub|section=1|reason=Cost analysis of sale vs harvesting needed}}
+
[[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]], with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.
{{Main|Slavery}}
+
 
 +
*Raw human meat inflicts a massive mood penalty. This can activate inspirations for a [[tortured artist]]. Low mood makes [[Ideoligion#Conversion|conversion]]{{IdeologyIcon}} easier, and even cause a [[Mental break#Crisis of Belief|Crisis of Belief]].
 +
*The action of cooking human meat has no penalty, but eating the meat is another story. It can also be used in a [[biofuel refinery]] to create [[chemfuel]], used to make [[kibble]] and other animal meals, and used in a [[biosculpter pod]]{{IdeologyIcon}} with no penalties, beyond the initial butchering.
 +
*Alternatively, human meat may be made into [[carnivore lavish meal]]s, or supplement vegetables in [[lavish meal]]s. This reduces the net mood loss from eating the meat down to only {{--|3}} for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.
 +
 
 +
A human corpse provides an average of {{Q|Human|Meat Yield}} human meat, before violent death, missing body parts, and [[difficulty]] modifiers are taken into account, for a market value of {{Icon Small|silver||{{#expr:{{Q|Human|Meat Yield}}*{{Q|Human meat|Market Value Base}}}}}}. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also be processed in a biofuel refinery for {{Icon Small|chemfuel||{{#expr: 35*{{Q|Human|Meat Yield}}/70}}}} [[chemfuel]], worth {{Icon Small|silver||{{#expr: 35*{{Q|Chemfuel|Market Value Base}} * {{Q|Human|Meat Yield}}/70}}}}.
 +
 
 +
=== Human leather ===
 +
{{Recode|section=1|reason= Verify and automating math for profitability calculations.}}
 +
[[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 (Trait)|cannibal]] traits and a mood penalty to those without.
  
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions. 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. Unless you have a colony of [[Trait#Psychopath|psychopaths]], selling slaves can cause result in significant [[mood]] issues and [[mental break]]s. Besides the trait, there is no way to prevent the negative moodlet in core RimWorld, however like all mood debuffs, there are strategies to mitigate its effect.
+
Without [[DLC]], creating human [[armchair]]s or [[duster]]s is the most valuable way to use textiles. If the [[Royalty DLC]]{{RoyaltyIcon}} is enabled, this role is instead taken by [[formal vest]]s and [[corset]]s. Like human meat, working human leather does not have any penalties, once it has been butchered.
  
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 upgrading to [[lavish meal]]s, allowing or increasing [[drug]] consumption, or simply tanking the mood debuff if the base mood of the colony is already high. This slow process has a downside, however. Traders generally only stay for around two days, and only appear occasionally, meaning either pawns will have to caravan the slaves to nearby [[faction base]]s for trade, or that it will be hard making slavery the main source of profit for the colony.
+
Corpses provide an average of 50 human leather, worth {{Icon Small|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 {{Icon Small|silver||231.25}} for 105 work. However, there may be leftover human leather, which is not accounted for.
  
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.
+
=== Mood ===
 +
To the colony:
 +
* {{--|6}} - Butchering a corpse at all. This does ''not'' stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.
 +
* {{--|3}} - Seeing a corpse.
  
Pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.
+
To the butcher
 +
* {{--|6}} - I butchered corpse. This does stack, up to 4 corpses.
  
Humans have a base value of {{icon small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits, reduced by injuries and ailments, and increased by the presence of bionics. 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. Note however that the debuff lasts longer for organ harvesting, though it is similar in magnitude at the maximum stack sizes for both debuff types. Butchering the resulting corpse for leather and meat can increase the profit, though at the cost of incurring another debuff. Also note that the slavery, harvesting and butchery debuffs stack - ideally only slavery or harvesting should be selected in colonies not exclusively populated with psychopath or bloodlust pawns.
+
Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in [[nutrient paste meal|nutrient paste]]) or human clothes - but they don't mind human meat used for [[kibble]], for instance.
  
==== Slavery with the Ideology DLC ====
+
Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.
With 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.
 
  
==Organ harvesting==
+
== Selling slaves ==
{{Stub|section=1|reason=Proper analysis of advantages and disadvantages of organ harvesting and organ murdering needed inc mood management and mood vs profit}}
+
{{Main|Slavery}}
{{See also|Surgery|Medical Surgery Success Chance}}
 
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 [[kidney]]s, [[lung]]s, [[liver]] and [[heart]] are all options for harvesting, for use in other colonists or selling on the market.  Their default <u>market</u> value is listed below, but in practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]])
+
Slavery in Core RimWorld is the [[trade|sale]] of [[prisoner]]s to other factions.  Humans have a base value of {{Icon Small|silver}} {{Q|Human|Market Value Base #}}. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and [[faction base]]s, and only the last of which is reliably available for trade but requires [[caravan]]ing.
  
* If unwilling to organ murder the donor, the best option is harvesting...
+
A healthy pawn can give a lung, a kidney, and a heart/liver, worth {{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}+{{Q|Heart|Market Value Base #}}}}}}, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn ''is'' highly valuable, then they'll likely have skills or traits valuable to ''you'', so consider recruiting them instead.
** 1 Kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}
 
** 1 Lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}
 
: ...for a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}}}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} = {{icon|silver}}650.
 
  
* Additionally,  ''if'' a [[prosthetic heart]] is available...
+
In the [[Royalty DLC]]{{RoyaltyIcon}}, prisoners can also be sold for [[Titles#Honor|honor]] to a Royal Tribute Collector - 3 honor each, equal to {{Icon Small|gold||200}} [[gold]] or {{Icon Small|silver||2000}} silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney ({{Icon Small|silver||{{#expr:{{Q|Lung|Market Value Base #}}+{{Q|Kidney|Market Value Base #}}}}}}), then convert the prisoner into honor. Like slavers, the empire only comes every so often.
** +1 Heart (worth {{icon|silver|{{Q|Heart|Market Value Base}}}}) by installing a cheap [[prosthetic heart]] (- {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested one, allowing the patient to live.
+
* Honor itself can be converted into silver at a 4 honor : 500 silver rate, or {{Icon Small|silver||375}} silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a [[Skills#Social|Social]] skill 0 pawn would still only need to sell items with a total ''base'' market value of {{Icon Small|silver||{{#expr:375/0.6}}}} to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.
: ...for a total of {{icon|silver|{{#expr:{{Q|Kidney|Market Value Base}}}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{Q|Heart|Market Value Base}} - {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}}}) = {{icon|silver}}920.
 
  
If your designated [[Doctoring#Surgery|surgeon]] needs practice, you can also remove the tongue as well, though there is no organ market for used tongues.
+
=== Mood ===
 +
* {{--|3}} - Slave sold (4 days). Stacks up to -15 for 5 slaves.
 +
* Significant [[Social|negative opinion]] of whoever sells the slaves.
  
 +
Selling slaves incurs a smaller mood decrease than organ harvest.  Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use [[drug]]s or [[lavish meal]]s, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby [[faction base]].
  
* If willing to organ-murder the donor, you can harvest...
+
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 occurrence 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.
** 1 kidney worth {{icon|silver|{{Q|Kidney|Market Value Base}}}}
 
** 1 lung worth {{icon|silver|{{Q|Lung|Market Value Base}}}}
 
:: ...and then ''either''..
 
:* 1 heart worth {{icon|silver|{{Q|Heart|Market Value Base}}}}
 
:: ...''or...''
 
:* 1 liver worth {{icon|silver|{{Q|Liver|Market Value Base}}}}
 
:: These three organs are worth a total of {{icon|silver|{{Q|Kidney|Market Value Base}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{icon|silver|{{Q|Liver|Market Value Base}}}}) = {{icon|silver}} 1150 market value.
 
  
If the heart or liver is damaged, the other can be harvested for the same value ({{icon|silver}} 500).  If that is also unavailable, the second lung ({{icon|silver|{{Q|Lung|Market Value Base}}}}) or, if not that, then the second kidney ({{icon|silver|{{Q|Kidney|Market Value Base}}}}) are the most profitable alternatives.
+
== Slaves (Ideology DLC) ==
 +
{{Main|Slavery#Ideology}}
 +
With [[Ideology]]{{IdeologyIcon}}, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do [[dumb labor]].
  
Harvesting the heart or liver (or a second kidney or lung) kills the patient, and no further operations are possible (but see next).
+
Compared to colonists, slaves have a large mood boost and no recreation need. However, 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.
  
 +
Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.
  
* Optimally, if you can acquire a [[prosthetic heart]] (- {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested organic one, that allows the patient to live and you can continue with another operation, harvesting ''both'' the heart and then the liver (before the patient then dies), for a total of...
+
== Prisoners ==
::  {{icon|silver|{{Q|Kidney|Market Value Base}}}} + {{icon|silver|{{Q|Liver|Market Value Base}}}} + {{icon|silver|{{Q|Lung|Market Value Base}}}} + ({{icon|silver|{{#expr:{{Q|Heart|Market Value Base}}}}}} - {{icon|silver|{{Q|Prosthetic heart|Market Value Base}}}}) = {{icon|silver}} 1420 market value, or 1650 if you crafted your own prosthetic heart (less your manufacturing costs/etc.).
+
There are several reasons to keep [[prisoner]]s long term or even permanently. These include [[#Selling slaves|keeping slaves]] while waiting to sell them for silver or honor when [[cryptosleep casket]]s are unavailable or untenable, [[#Hemogen|Hemogen farming]], [[#Genetic extraction|Genetic extraction]], and [[#Subcore production|Subcore production]]. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.
  
===== [[Mood|Effect on moods]] =====
+
Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or [[nutrient paste dispenser]]s meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the [[Genes#Dead calm|Dead Calm]]{{BiotechIcon}} gene, or imprisoning a xenotype that already has it, such as [[Genies]],{{BiotechIcon}} will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.
Most all colonists get a -6 for the procedure occurring, and stacking up to 5 times, although at a .25 multiplier (for a total -10 max).  This does not occur when replacing an organ with an artificial one, nor from removing prosthetics. [[Psychopath]]s are immune to this, and those with [[bloodlust]] actually get a +4 ''boost'' to their mood.
 
  
The surgeon gets an ''additional'' -5 mood debuff for harvesting organs, unless they have the [[psychopath]] or [[bloodlust]] trait. This debuff also stacks 5 times, with a debuff multiplier of 0.75.
+
[[Deathrest]] {{BiotechIcon}} can also be used.
  
Note that [[cannibal]]s feel normally about this; unless it's on the menu, it's probably a bad thing.
+
=== Hemogen ===
 +
{{Biotech|section=1}}
 +
Pawns can be kept for [[hemogen pack]] production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth {{Icon small|Silver||{{Q|Hemogen pack|Market Value Base}}}} [[silver]] per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of [[medical]] skill.
  
== Mitigation strategies ==
+
=== Genetic extraction ===
There are some approaches you can use to minimize or even negate the usual penalties, though some are rather convoluted.
+
{{Biotech|section=1}}
 +
Pawns can be kept as prisoners for their genetic potential, to perform periodic [[Gene]] extractions and extract [[Ovum|ova]] from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them.  
  
==== Butchering ====
+
Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.
It is possible to butcher human corpses without penalty for anyone if you send everybody who would be debuffed off the map (on a caravan) until all humans have been chopped up. You need a butcher who can butcher humanlikes without debuff (or else your butcher will take a severe mood penalty).
 
  
Colonists who are not on the map when a humanoid corpse is butchered do not receive the "[[Mood#We butchered humanlike|we butchered humanlike]]" mood penalty. It is sufficient to put all colonists who are neither psychopath, bloodlusted nor cannibal on a temporary caravan (take no items), send them off the map to an adjacent tile and make the caravan rest immediately. Then have your psycho butchers chop up all the humans. Re-enter with the caravan when it is done. It is not necessary to take any prisoners off the map, as they do not receive the debuff in any case.
+
[[Sanguophages]] can also be forced to spread their xenotype.
  
Alternatively, given the mood penalty is relatively low for human butchery, only -6, the penalty can just be accepted as the cost of doing this business. 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, dining and rec rooms. Diet too - just providing 1 lavish meal per day for each effected colonist for the 10 day duration is more then enough to counter the penalty. It is recommended to use a non-effected pawn to actually do the butchery though, as the penalties stack and -12 is a significant debuf. Also keep in mind that the butchering pawn's social standing will be much reduced in the eyes of effected pawns. This can ruin relationships by causing a pawn to hate their spouse for example.
+
=== Subcore production ===
 +
{{Biotech|section=1}}
 +
{{Stub|section=1|reason=Are subcores ever profitable?}}
 +
Prisoners can be kept to continually scan in a [[Subcore softscanner]] to prevent dealing with scanning sickness in your colonists while producing [[standard subcore]]s or ripscanned killed in [[subcore ripscanner]] to create [[high subcore]]s. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.
  
That said, doing this can be quite profitable especially on higher difficulties where you get raided a lot.
+
For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires {{Icon Small|silver||{{#expr:50*{{Q|Steel|Market Value Base}} + 4*{{Q|Component|Market Value Base}}}}}} [[silver]] of non-human material and is worth {{icon Small|silver||{{Q|High subcore|Market Value Base}}}} [[silver]], for a Market Value profit of {{Icon Small|silver}} {{#expr:1000 - 223}}. This is still less than a [[heart]] or [[liver]], however.
  
Everybody will handle human meat without complaint, as long as they do not have to eat it in any form.
+
== Ideoligion ==
 +
{{Ideology|section=1}}
 +
{{Stub|section=1|reason=1) Mood debuffs involving the Ideology DLC needed. 2) Benefits of executions for development points as a human resource}}
 +
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, observing non-rotting human corpses, and 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
  
Storing human corpses for butchery will result in the Observed Corpse mood debuf, this can be prevented by hiding the corpses in [[Shelf|shelves]]. See that page for details.
+
=== Ideoligion table ===
 +
{| class=wikitable
 +
! Cannibalism Precepts!! Butchers human !! Somebody butchers human (colonywide) !! Eats human flesh !! Wears human skin clothing !! Eats non-human flesh meal
 +
|-
 +
! Cannibalism: Abhorrent
 +
| {{--|12 Mood}}<br/>(6&nbsp;days) || {{--|5 Mood}}<br/>(5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|20 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|2/−4/−6/−8 Mood}} || –
 +
|-
 +
! Cannibalism: Horrible
 +
| {{--|6 Mood}}<br/>(6&nbsp;days) || {{--|3 Mood}}<br/>(5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|12 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|2/−3/−5/−6 Mood}} || –
 +
|-
 +
! Cannibalism: Disapproved
 +
| {{--|3 Mood}}<br/>(6&nbsp;days) || {{--|1 Mood}}<br/>(5&nbsp;days. 5&nbsp;stacks. 0.75&nbsp;stack multiplier) || {{--|5 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{--|1/−2/−3/−4 Mood}} || –
 +
|-
 +
! Cannibalism: Acceptable
 +
| – || – || – || – || –
 +
|-
 +
! Cannibalism: Preferred
 +
| – || – || {{+|2 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|1/+2/+3/+4 Mood}} || –
 +
|-
 +
! Cannibalism: Required (Strong)
 +
| – || – || {{+|4 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|2/+3/+5/+6 Mood}} || {{--|2 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack)
 +
|-
 +
! Cannibalism: Required (Ravenous)
 +
| – || – || {{+|6 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack) || {{+|2/+4/+6/+8 Mood}} || {{--|4 Mood}}<br/>(1&nbsp;day. 1&nbsp;stack)
 +
|}
 +
{| class=wikitable
 +
! Corpse Precepts!! Observes Corpse !! Observes rotting corpse
 +
|-
 +
! Corpses: Ugly
 +
| {{--|4 Mood}}<br/>(0.5&nbsp;days. 3&nbsp;stacks. 0.5&nbsp;stack multiplier) || {{--|6 Mood}}<br/>(0.5&nbsp;days. 5&nbsp;stacks. 0.3&nbsp;stack multiplier)
 +
|-
 +
! Corpses: Don't care
 +
| – || –
 +
|}
  
Human leather fetches a good price. It can also be used for furniture without penalty. Human meat can be sold, fed to carnivores, turned into [[kibble]], or converted into [[chemfuel]] at the [[biofuel refinery]].
+
*Organ Use: Acceptable*
 +
*Slavery*
  
==== Organ harvesting & slavery ====
+
== Version history ==
The caravan shuffle does not work for organ harvesting or slavery; these transgressions are detected by colonists anywhere on the map. However, countering the debuff with the usual counter-boosts (better meals, higher quality rooms, selective drug use) is still a viable method.
+
* [[Version/1.3.3117|1.3.3117]] - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.
  
 
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Latest revision as of 03:22, 6 November 2024

Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, and outright 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, especially with mods or the Ideology DLC.

Mood penalties[edit]

"Normal" colonists in base game (Core RimWorld) receive penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will also receive penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves. Colonists will know about organ harvesting and slavery (but not butchering) even while on a caravan, or in another settlement. Debuffs from slavery, organ harvesting, and for a human butcher all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals.

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. However, reserving these mood regulators for your organ farm could mean that a poorly timed psychic drone on top could seriously mess with your colony.

A pawn's IdeoligionContent added by the Ideology DLC may change what they feel about these practices - they might enjoy or even require them. See Human resources#Ideoligion for more details.

Mood table (Core)[edit]

Without any DLC:

Trait Observes corpse Observes rotting corpse Butchers human Somebody butchers human (colony-wide) Eats raw human flesh Eats meal with human flesh Wears human skin clothing Trades human flesh or leather A slave is sold (world-wide) An organ is harvested (world-wide) Harvests organ
None
(average
colonist)
−4 Mood
(0.5 days,
3 stacks,
0.5 stack multiplier)
−6 Mood
(0.5 days,
5 stacks,
0.5 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 −3 Mood
(4 days,
5 stacks)
−5 Mood
(7.5 days,
5 stacks,
0.75 stack multiplier)
Psychopath Normal penalty Normal penalty Normal penalty Normal penalty
Bloodlust Normal penalty Normal penalty +3/+5/+7/+8 Mood Normal penalty +4 Mood
(1 stack)
Cannibal Normal penalty +20 Mood
(1 day,
1 stack)
+15 Mood
(1 day,
1 stack)
+3/+5/+7/+8 Mood Normal penalty

Note that the "Someone's organ harvested" debuff does not affect the colonist performing the operation, nor the patient, that will have the "My organ harvested" debuff instead.

The Ideology DLC changes the impact of these actions. All Ideoligions have precepts for corpses, cannibalism, etc., which will change the moodlet accordingly. While some precept values are designed to be similar to the base game, they are not identical. For example, the value Corpses: Ugly, used if you select the option "Classic-like", provides a −4 moodlet for observing a fresh corpse, instead of the −3 in the base game. See Human resources#Ideoligion table for more details.

Traits[edit]

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

Unprocessed corpses[edit]

Animals don't mind eating humans - it isn't cannibalism, after all. You may want to leave a pile of raider corpses for your wargs and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding human corpses has no penalty for the colony, except for those who see the corpses. Haulers will invariably see the corpses, but Carrier dryads Content added by the Ideology DLC and Lifter mechs Content added by the Biotech DLC don't mind - set a zone so that human haulers won't go to the corpse area.

Corpses may also be stripped from their clothes. With an electric smelter, you may scrap armor and weapons for small amounts of resources like steel, which is useful once ore deposits are depleted. Apparel stripped from a corpse is considered tainted, so actually wearing it will give mood penalties to non-Bloodlusted colonists. However, it's often worth the small penalty to use a set of marine armor, or that megasloth wool parka in an ice sheet.

Organ harvesting[edit]

Organ harvesting requires a live pawn, 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.

Harvesting three organs is worth a total of Silver 900 + Silver 1000 + (Silver 1,200 or Silver 1,200) = Silver 3100 market value.

  • If you have a prosthetic heart, which costs Silver 230, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver worth Silver 1,200, for a total of Silver 4070. This is more efficient if you can craft your own prosthetic hearts, as items are always bought and sold at a loss.
  • If the pawn has the Deathless geneContent added by the Biotech DLC, then you can harvest all 6 organs for a total of Silver 6200. A sanguophage quest can net a huge sum of money.
  • If the heart and liver are both unavailable, you may harvest a second kidney for a total of Silver 2800 or lung for a total of Silver 2900.

If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of Silver 1900. If a prosthetic heart is available, then you'll profit to Silver 2870. 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. Alternatively, you can install peg legs and wooden hands to reduce their effectiveness, at the cost of 1 wood and even more medicine. Deathless void touched pawns will be comatose until vital organs are regrown, rendering them harmless.

Pawns with bionics or other artificial body parts are much more valuable: the full part may be retrieved and worth its normal value. Removing an artificial part doesn't count as organ harvesting.

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[edit]

To the entire colony:

  • −5 - Any organ harvested. This moodlet "stacks" dimminishingly; 5 organs give -15 mood.
  • −6 - Organ-murder. Harvesting the heart, liver, or 2nd lung/kidney.

To the harvester:

  • −5 - I harvested organ. 5 organs give -15 mood.
  • Mood penalties for seeing corpses
  • Social penalty.

Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however. Single organ harvests (say, to replace a lost lung) are manageable, if the surgeon doesn't mind or is treated well. But mass organ farms require a colony filled with special traits, suitable ideoligion, or massive mood buffs to function.

Human butchering[edit]

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 a base yield of Human meat 140 human meat and Human leather 75 human leather.

Before Difficulty and Storyteller modifiers, each undamaged adult corpse, butchered by a pawn with 100% Butchery Efficiency (or 10+ Cooking skill), is worth Silver 427 in market value from raw resources - human meat and human leather. Corpses may be further processed - converting them to packaged survival meals and dusters provides an average of Silver 338 per corpse.[Detail] This is before considering corpse damage, duster quality, trading skills etc. In most practical scenarios, pawns will die from damage, and you'll receive less material.

Human meat[edit]

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, with a +20 positive moodlet. Cooked human meat still counts as human meat, although it gives a lesser debuff/buff. Like butchering, you must edit a meal's bill in order for your pawns to start cooking with humans.

  • Raw human meat inflicts a massive mood penalty. This can activate inspirations for a tortured artist. Low mood makes conversionContent added by the Ideology DLC easier, and even cause a Crisis of Belief.
  • The action of cooking human meat has no penalty, but eating the meat is another story. It 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.
  • Alternatively, human meat may be made into carnivore lavish meals, or supplement vegetables in lavish meals. This reduces the net mood loss from eating the meat down to only −3 for non-cannibals, plus those accrued from butchering the corpse. This can be useful when food is scarce, but raider corpses are not.

A human corpse provides an average of 140 human meat, before violent death, missing body parts, and difficulty modifiers are taken into account, for a market value of Silver 112. Human meat itself is worth less than ordinary meat, but not when processed. It can be used in any meal that requires meat, however it cannot be processed into saleable meals without vegetables. Human meat can also be processed in a biofuel refinery for Chemfuel 70 chemfuel, worth Silver 161.

Human leather[edit]

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 and a mood penalty to those without.

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. Like human meat, working human leather does not have any penalties, once it has been butchered.

Corpses 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 for 105 work. However, there may be leftover human leather, which is not accounted for.

Mood[edit]

To the colony:

  • −6 - Butchering a corpse at all. This does not stack - butchering 1 or 100 corpses has the same moodlet, but refreshes the duration.
  • −3 - Seeing a corpse.

To the butcher

  • −6 - I butchered corpse. This does stack, up to 4 corpses.

Other than the initial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in nutrient paste) or human clothes - but they don't mind human meat used for kibble, for instance.

Cannibal, Bloodlusted, or a Psychopath pawns do not mind butchering at all, and the colony-wide debuff is manageable. Cannibals alone don't mind eating human meat, and receive a great mood boost for eating it, raw or cooked. Of course, an Ideoligion friendly to cannibalism makes things easy.

Selling slaves[edit]

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 (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly. However, not all traders accept slaves - only slave caravans, slave ships, and faction bases, and only the last of which is reliably available for trade but requires caravaning.

A healthy pawn can give a lung, a kidney, and a heart/liver, worth Silver 3100, and you can still butcher their corpse. Meanwhile, the value of a slave is proportional to their skills and injuries. Most often, it's less than the base human market value, so much less than their organs - see the information tab (once they've healed) for their value. However, organ harvesting has a larger mood cost than selling slaves. Meanwhile, if a pawn is highly valuable, then they'll likely have skills or traits valuable to you, so consider recruiting them instead.

In the Royalty DLCContent added by the Royalty DLC, prisoners can also be sold for honor to a Royal Tribute Collector - 3 honor each, equal to Gold 200 gold or Silver 2000 silver's worth in gold. Mood debuffs happen as usual. The quality of the prisoner, so long as they can walk, doesn't matter. Therefore, you can organ-harvest a lung and kidney (Silver 1900), then convert the prisoner into honor. Like slavers, the empire only comes every so often.

  • Honor itself can be converted into silver at a 4 honor : 500 silver rate, or Silver 375 silver per prisoner. It is important to note that unlike honor conversion, all other ways of selling human resources gets less than market value. However, even a Social skill 0 pawn would still only need to sell items with a total base market value of Silver 625 to be more profitable. Generally, its best to only take the honor if you actually want it as the final product, not to convert it into silver.

Mood[edit]

  • −3 - Slave sold (4 days). Stacks up to -15 for 5 slaves.
  • Significant negative opinion of whoever sells the slaves.

Selling slaves incurs a smaller mood decrease than organ harvest. Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily manageable mood debuff. You can improve their rooms, temporarily use drugs or lavish meals, or simply tank the mood if the colony is happy otherwise. However, slavers only appear occasionally 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 occurrence 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)[edit]

With IdeologyContent added by the Ideology DLC, slaves become controllable workers. Slaves are acquired through threatening prisoners and dropping their will down to zero. Slaves are unable to do certain tasks, like research or artistry. However, they will ignore other incapabilities, so enslaving a pawn will override their refusal to do dumb labor.

Compared to colonists, slaves have a large mood boost and no recreation need. However, 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.

Slaves in the colony provides a variable mood increase or decrease per individual slave, depending on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed. And like in the base game, you can sell them for a tidy profit.

Prisoners[edit]

There are several reasons to keep prisoners long term or even permanently. These include keeping slaves while waiting to sell them for silver or honor when cryptosleep caskets are unavailable or untenable, Hemogen farming, Genetic extraction, and Subcore production. These strategies can combined to further justify the cost of feeding the prisoners. Some strategies can even be combined with pawns being converted or recruited.

Prison breaks will eventually atrit prisoner populations to nothing. Leg removal via installing peg legs and removing them will prevent breaks, but also prevent them from being able retrieve meals from stockpiles or nutrient paste dispensers meaning they'll have to be manually fed by colonists to prevent starvation. Implanting the Dead CalmContent added by the Biotech DLC gene, or imprisoning a xenotype that already has it, such as Genies,Content added by the Biotech DLC will prevent prison breaks and allow them to feed themselves from dispensers. This will remove any existing xenotype however.

Deathrest Content added by the Biotech DLC can also be used.

Hemogen[edit]

Pawns can be kept for hemogen pack production, or directly bloodfed on by those with Hemogen needs. Hemogen packs take a long time to create and are only worth Silver 5 silver per pack, so this is not profitable, but it is valuable for building a stable supply of packs for your hemogen-reliant pawns and as a way of completely automating the training of medical skill.

Genetic extraction[edit]

Pawns can be kept as prisoners for their genetic potential, to perform periodic Gene extractions and extract ova from female prisoners. They can be kept long term to safely extract genes after the genetic shock wears off, or they can be extracted in rapid succession to get two extractions done quickly at the cost of killing them.

Pawns can also be implanted using genepacks that have multiple genes, and then extractions run on them to get separate genepacks for the genes. This works best on baseliners who are less likely to give a genepack with a non-cosmetic gene attached to the individual gene you want to extract.

Sanguophages can also be forced to spread their xenotype.

Subcore production[edit]

Prisoners can be kept to continually scan in a Subcore softscanner to prevent dealing with scanning sickness in your colonists while producing standard subcores or ripscanned killed in subcore ripscanner to create high subcores. The former is generally not worth keeping a prisoner by itself, but can be worth it when you're already keeping them for other reasons. The latter can be combined with organ harvesting and butchering to maximise the profits - take a kidney and a lung, ripscan them, and the butcher the corpse.

For selling, standard subcores are just barely profitable compared to their base components and are not worth the time. A high subcore requires Silver 223 silver of non-human material and is worth Silver 1,000 silver, for a Market Value profit of Silver 777. This is still less than a heart or liver, however.

Ideoligion[edit]

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, observing non-rotting human corpses, and 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

Ideoligion table[edit]

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
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
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
Cannibalism: Acceptable
Cannibalism: Preferred +2 Mood
(1 day. 1 stack)
+1/+2/+3/+4 Mood
Cannibalism: Required (Strong) +4 Mood
(1 day. 1 stack)
+2/+3/+5/+6 Mood −2 Mood
(1 day. 1 stack)
Cannibalism: Required (Ravenous) +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
  • Organ Use: Acceptable*
  • Slavery*

Version history[edit]

  • 1.3.3117 - Fix: Selling prisoners doesn't trigger negative thoughts on selling to slavers.