Difference between revisions of "User:Hordes/HR"

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#REDIRECT [[Human resources]]
 
 
'''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.
 
 
 
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.
 
 
 
== 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 {{Icon Small|human meat}} [[human meat]] and {{Icon Small|human leather}} [[human leather]].
 
 
 
If people are butchered, they should be butchered together, as the colony-wide mood debuff does not stack. [[Shelf|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 [[ideoligion]]{{IdeologyIcon}} makes this significantly easier.
 
 
 
===Unprocessed Corpses===
 
[[Animal]]s don't mind eating humans - it isn't canibalism, after all. You may want to leave your pile of [[raider]] corpses for your [[warg]]s and other carnivores to eat, which also acts as free corpse disposal.
 
 
 
===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 pod]]{{IdeologyIcon}} 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 [[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.
 
 
 
===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 {{Icon Small|silver||73.92}}. This can be cooked into {{Icon Small|simple meal||9.25}} [[simple meal]]s worth {{Icon Small|silver||138.75}} and costing 5 work, or processed in a biofuel refinery for {{Icon Small|chemfuel|46.25}}, worth {{Icon Small|silver||106.37}}. [[Fine meal]]s are more valuable if you have the vegetable ingredients for them.
 
 
 
They also 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}} and 105 work. However, there may be leftover human leather, which is not accounted for.
 
 
 
Therefore, each undamaged butchered corpse is worth {{Icon Small|silver||284}} in raw resources. If corpses are butchered into bulk, they are worth {{Icon Small|silver||370}} when converted into simple meals and normal quality dusters. This is before considering corpse damage, sell prices, quality...
 
 
 
 
 
 
 
 
 
 
 
== 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]]'''
 
:* has no issues seeing fresh corpses or butchering them
 
:* has no qualms about slavery and organ harvesting
 
:* does '''NOT''' like seeing rotten corpses, eating human flesh, or wearing human skin clothing
 
 
 
* '''[[Bloodlust]]'''
 
:* has no issues seeing fresh corpses or butchering them
 
:* 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
 
 
 
* '''[[Traits#Cannibal|Cannibal]]'''
 
:* has no issues seeing fresh corpses or butchering them
 
:* loves to eat human flesh
 
:* likes clothing made from skin
 
:* does '''NOT''' like slavery or organ harvesting.
 
 
 
== Table of mood effects ==
 
These are the standard penalties (and a few boosts) that colonists suffer from this category of activities.
 
{| class=wikitable
 
! 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)
 
|-
 
| &#8199;None<br>(average<br>&#8199;colonist) || <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">-20 Mood (1 day. 1 Stack)</span> || <span style="color:#ff0000">-15 Mood (1 day. 1 Stack)</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>
 
|-
 
| 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>
 
|-
 
 
 
| 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>
 
|-
 
| Cannibal || <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 (1 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>
 
|-
 
|}
 
 
 
==== Ideology precepts & mèmes ====
 
{{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 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 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 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 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 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 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 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 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 style="color:#000000">Immune to Debuff</span> || <span style="color:#000000">Immune to Debuff</span>
 
|-
 
|}
 
 
 
 
 
 
 
===Work efficiency===
 
{{Stub|section=1|reason=Stub - cleanup and expansion needed}}
 
Molotoving the corpses requires as much time as it takes to manually equip a pawn with [[molotov cocktails]], telling them to toss one, and then re-equipping them with their other weapon. The exact work/corpse depends on just how full you are willing to let your burn site get before burning it.   
 
At base, cremating a pawn takes {{ticks|180}} of work. The best it can be realistically and reliably reduced to is ?.
 
At base, butchering any organic pawn takes {{ticks|450}}. A healthy pawn with [[archotech arm]]s and [[Cooking]] 20, working on a [[butcher table]] linked to two [[tool cabinet]]s, butchers a human in {{ticks|167}}. Stacking [[Global Work Speed]] and [[Manipulation]] buffs can get this higher but is less realistic. Butchering requires that the tainted clothes being dealt with separately. On one hand, this means that more work must be invested to dispose of them, either hauling them to a burn site or cremating them for a base {{ticks|60}} of work per item. On the other, smelting the [[apparel]] and not-useful [[utility]] items are a very work efficient source of metals after the easy veins have been exploited.
 
 
 
== Slavery ==
 
{{Stub|section=1|reason=Cost analysis of sale vs harvesting needed}}
 
{{Main|Slavery}}
 
 
 
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.
 
 
 
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.
 
 
 
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.
 
 
 
Pawns will have a significant [[Social|negative opinion]] of whoever sells the slaves.
 
 
 
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.
 
 
 
==== Slavery with the Ideology DLC ====
 
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==
 
{{Stub|section=1|reason=Proper analysis of advantages and disadvantages of organ harvesting and organ murdering needed inc mood management and mood vs profit}}
 
{{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.]])
 
 
 
* If unwilling to organ murder the donor, the best option is harvesting...
 
** 1 Kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}
 
** 1 Lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
: ...for a total of {{Icon Small|silver||{{#expr:{{Q|Kidney|Market Value Base}}}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} = {{Icon Small|silver||650}}.
 
 
 
* Additionally,  ''if'' a [[prosthetic heart]] is available...
 
** +1 Heart (worth {{Icon Small|silver||{{Q|Heart|Market Value Base}}}}) by installing a cheap [[prosthetic heart]] (- {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}) to replace the harvested one, allowing the patient to live.
 
: ...for a total of {{Icon Small|silver||{{#expr:{{Q|Kidney|Market Value Base}}}}}} +  {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{Q|Heart|Market Value Base}} - {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}}}) = {{Icon Small|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. This counts as another "organ harvested" for mood penalties.
 
 
 
 
 
* If willing to organ-murder the donor, you can harvest...
 
** 1 kidney worth {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}
 
** 1 lung worth {{Icon Small|silver||{{Q|Lung|Market Value Base}}}}
 
:: ...and then ''either''..
 
:* 1 heart worth {{Icon Small|silver||{{Q|Heart|Market Value Base}}}}
 
:: ...''or...''
 
:* 1 liver worth {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}
 
:: These three organs are worth a total of {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} or {{Icon Small|silver||{{Q|Liver|Market Value Base}}}}) = {{Icon Small|silver||1150}} market value.
 
 
 
If the heart or liver is damaged, the other can be harvested for the same value ({{Icon Small|silver||500}}).  If that is also unavailable, the second lung ({{Icon Small|silver||{{Q|Lung|Market Value Base}}}}) or, if not that, then the second kidney ({{Icon Small|silver||{{Q|Kidney|Market Value Base}}}}) are the most profitable alternatives.
 
 
 
Harvesting the heart or liver (or a second kidney or lung) kills the patient, and no further operations are possible (but see next). 
 
 
 
 
 
* Optimally, if you can acquire a [[prosthetic heart]] (- {{Icon Small|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...
 
::  {{Icon Small|silver||{{Q|Kidney|Market Value Base}}}} + {{Icon Small|silver||{{Q|Liver|Market Value Base}}}} + {{Icon Small|silver||{{Q|Lung|Market Value Base}}}} + ({{Icon Small|silver||{{#expr:{{Q|Heart|Market Value Base}}}}}} - {{Icon Small|silver||{{Q|Prosthetic heart|Market Value Base}}}}) = {{Icon Small|silver||1420}} market value, or 1650 if you crafted your own prosthetic heart (less your manufacturing costs/etc.).
 
 
 
===== [[Mood|Effect on moods]] =====
 
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).  Note that this is ''per organ'', not per <s>victim</s> patient. 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.
 
 
 
Note that [[cannibal]]s feel normally about this; unless it's on the menu, it's probably a bad thing.
 
 
 
Also note that the patient receives a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect patients (that survive the procedure, ahem) to [[break]], unless their environment can counter this penalty.  Consider the [[melee]] skill of potential "donors", and consider adding additional doors and other security measures to their holding rooms against the inevitable.
 
 
 
==== [[Factions#Relationship status|Effect on Factions]] ====
 
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.
 
 
 
== Mitigation strategies ==
 
There are some approaches you can use to minimize or even negate the usual penalties, though some are rather convoluted.
 
 
 
==== Butchering ====
 
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.
 
 
 
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. <!-- No evidence that this still occurs:
 
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.-->
 
 
 
That said, doing this can be quite profitable especially on higher difficulties where you get raided a lot.
 
 
 
Everybody will handle human meat without complaint, as long as they do not have to eat it in any form.
 
 
 
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.
 
 
 
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 harvesting & slavery ====
 
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.
 
 
 
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Latest revision as of 12:48, 19 March 2023

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