Difference between revisions of "Prisoner"

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{{rewrite|reason=Needs information on enslaving from [[Ideology]] and relevant links to, and integration with, the [[slavery]] page}}
 
 
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<onlyinclude>
{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]], usually [[raider]]s, hostile tribals, or your own [[colonist]]s undergoing a [[mental break]], who have been taken captive (they are just prisoners, not colonists now). They are unable to leave their [[Room roles|prison barracks]] and can only use facilities, such as a [[nutrient paste dispenser]]s or [[shelf|shelves]], on their own if they are placed inside the prison barracks.  
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{{imagemargin|[[File:prisoner_preview.png|right]]|18px}}'''Prisoners''' are [[people]] who have been taken captive. This usually includes [[raiders]], but colonists can be imprisoned too.{{TOCright}}</onlyinclude>
{{TOCright}}
 
</onlyinclude>
 
== Taking a Prisoner ==
 
  
In order to take a prisoner, you first need a fully enclosed cell ([[nutrient paste dispenser]] counts as a wall) where you want the prisoner(s) to stay and at least one unclaimed [[bed]] or [[sleeping spot]] per prisoner. In order to designate a bed for a prisoner, you need to click the bed/sleeping spot and click the button that says "Set for prisoners". The bed will turn orange along with the entire room that it's in; an orange outline of the room indicates what is then labeled a "''prison cell''" or (if more than one bed) a "''prison barracks''". Setting one bed for prisoners will set all beds in that room as prison beds, as non-prisoners cannot share a barracks with a prisoner. This setting can be reversed later if you wish to re-purpose this room.
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== Summary ==
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Prisoners are ordinary pawns under restraint. They have no [[Recreation]] needs, but all other needs and most [[mood]]lets apply to them. This includes a need for [[food]] and the chance for [[mental break]]s. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.
  
Also, note that changing bed settings while a colonist is already carrying a captive may cause your pawn to release the other and generate the need to recapture, which may entail another fight. Best to carry the prisoner to one bed, then designate a second and take them there before removing the current "cell" designation.
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Prisoners cannot open doors if not undergoing a [[#Prison Break|prison break]]. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable{{Check Tag|Verify/Detail}} clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a [[nutrient paste dispenser]] that faces into their prison. Otherwise, wardens will bring any food allowed by their [[Menus#Food restriction|food restrictions]]. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.  
  
* [[Raiders]] cannot be captured until you incapacitate them first (downed), then right-click on them and select 'Capture <name>'. This will order the colonist to drag the raider to an unclaimed prison bed or prisoner sleeping spot.
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Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See [[#Interaction]] for more details.
* Incapacitated pawns can be captured, without the need to draft a colonist.
 
* '''To arrest''' a ''non''-hostile: first [[drafting|draft]] a colonist, then right-click the target to arrest, and select 'Try to arrest <name>'. This will order the colonist to chase after, then escort the target person. Sometimes the target will 'refuse to be arrested' (with a top of screen message) and your colonist will not reattempt to capture the pawn unless you direct them to do so again. While conducting an arrest, if the drafted colonist has a mental break, the colonist will release the prisoner allowing an attempt to escape if not incapacitated. Be careful with [[Events#Transport pod crash|Transport pod crash]] events, as some of the occupants may already belong to a friendly faction which you may not want to upset. This action can be done on colonists as well as visitors, as well as [[mental break]]ing pawns to minimize damage they inflict, though they may fight to prevent being arrested. Arresting any non-hostile pawn has a chance for success determined by the arresting pawn's [[Arrest Success Chance]] stat. [[Human]]s inside [[prison]] can't be arrested at player will.
 
  
Prisoners can be marked as 'guilty' through some actions, such as attacking the colony, killing/downing a colonist, a successful conviction from the [[Ideoligion#Leaders|Leader's Trial]]{{IdeologyIcon}} ability or attempting escape. During these times, executing that prisoner incurs a lesser mood penalty. The 'guilt' marker lasts 24 hours.
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=== Unwaveringly loyal ===
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Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a [[slave]]{{IdeologyIcon}}.
  
=== Captives from your attacks ===
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Unwaveringly loyal prisoners can be recruited after undergoing the [[Brainwipe]] psychic ritual.{{AnomalyIcon}}.
Those you imprisoned by attacking others will be taken with the return caravan and will also be used to load your spoils of war. Sometimes, a caravan will arrive back home near bedtime and, by necessity, your colonists may choose to sleep first and not immediately escort prisoners to their cells. Leaving them outside allows them a chance to escape, so make sure all prisoners are properly secured one way or another.
 
  
=== New prisoner(s) will have default food and medical restrictions ===
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Unwavering loyalty can be disabled in the [[storyteller settings]]. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on [[down]]ing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through [[blood loss|bleed]] kiting or [[psychic shock lance]], then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.
{{stub|section=1}}
 
This may be not right...
 
  
==Hosting a Prisoner==
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If an unwaveringly loyal pawn joins your colony through any means, they will lose their unwavering loyalty.
Prisoners, like colonists, require food and medical attention or they may die. If the cell is broken, the prisoner will make an attempt to escape but can only be recaptured if the Taking a Prisoner conditions are met.
 
  
A solution to instantly meeting the conditions can be to convert one or more of the colonists' beds (provided the colonist have a private room with a claimed sleeping spot or bed) into a prison bed, and if necessary add enough [[sleeping spot]]s in the same room to house all prisoners, while the real prisons are being built.
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=== Caravans ===
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Prisoners can be loaded into a [[caravan]]. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a [[mental break]].
  
Multiple prison beds can be built in the same prison room, so several prisoners can be held in one room for "compact prisoner storage", but if the door or wall is broken or one of them decides to break out they will all escape at the same time.  Prisoners without their own rooms will suffer a mood penalty, the same as colonists.
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If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.
  
=== Keeping Prisoners Content ===
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== Capturing prisoners ==
Prisoners, just like your colonists, are more likely to have a mental break if they are in a bad mood. To counter this, you can provide them with conditions that boost their mood. This can be done in several ways, but here are some common and easy ones:
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In order to capture any prisoner, you need a valid prison, which is enclosed and has an open [[bed]] or [[sleeping spot]] (See [[#Prisons]] below).
 
* Provide individual prison cells.
 
* Provide a table and chair for prisoners to sit at.
 
* Provide a comfortable bed (using a skilled constructor to make good or better quality beds).
 
* Use marble tiles (or if underground, smooth stone) for flooring to provide a slight beauty boost.
 
* Give fine meals or better.
 
  
These will generally help tide your prisoners over until they are recruited or processed. Note that for prisoners that were captured from raids, there could be other attacks where friends or family of the prisoners are killed, giving a rather severe mood debuff depending on the relationship between the prisoner and the killed people. Additionally, those captured from raids will likely already have mood debuffs from their comrades dying in the fight against your colony. Counteracting these are rather difficult without using more work-intensive or costly measures such as providing luxurious comfort or lavish meals, although surprisingly, some will have +4 mood buffs from their rivals being killed in the battle.
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The gameplay steps required to capture a pawn depends on their state:
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* [[Downed]] pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
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** [[Raider]]s, [[berserk]] pawns, and former prisoners in a  [[prison break]] are unable to be captured directly. They must first be [[downed]].
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** NOTE: Raiders in particular have a [[AI Storytellers#Enemy death on downed|chance to die]] whenever they are downed from [[pain]] - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:
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*** [[Psychic shock lance]], although there is a risk of burning the brain
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*** [[Blood loss]]
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*** [[Tox gas]]{{BiotechIcon}}, although not all xenotypes are affected, and [[Toxic buildup]] also has risks
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* To ''arrest'' a colonist, guest, ally, or [[slave]]{{IdeologyIcon}}, you need to [[draft]] a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their [[Arrest Success Chance]], and will be displayed on the prompt. Arrest success chance largely depends on [[Social]] skill, but is negatively affected by [[Manipulation]] penalties. If the arrest fails, the target will go [[berserk]]. Pawns with the [[dead calm]] gene{{BiotechIcon}} always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.
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** Colonists can be captured even during a [[mental break]], except for [[berserk]]. This immediately ends most mental breaks, without catharsis. When released, colonists will get the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the [[Mental break#Run wild|run wild]] or [[mental break#Catatonic breakdown|catatonic breakdown]] mental breaks.
  
Keep prisoners in acceptable temperature. A prisoner can become a victim of [[Hypothermia]] or [[Heatstroke]] just like any colonist. Either warm up their rooms, provide them with clothes or both. Giving clothes for prisoners to wear can be tricky as you can't control them directly. Some of the options are bringing colonists wearing desired clothing into the cell and forcing them to drop it or creating a small warehouse with high priority so that your haulers bring clothes in. Note that sometimes prisoners are slow to put warm clothes on even if they are freezing. Stripping them down and hauling away their old clothes with weak insulation will incentivize them to "find" appropriate clothing faster.
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If you attempt to capture a pawn from a neutral or allied [[faction]], the faction will immediately turn hostile. This includes [[transport pod]] crashes, if they happen to be part of an existing faction.
  
=== Mental Breaks ===
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If you need to capture a pawn, then [[sleeping spot]]s can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.
Unfortunately, prisoners will likely have a mental break during their stay with you. This is not a big deal, as prisoners rarely do anything productive, but there is a rather high chance of them going berserk. This is a rather concerning problem, especially if the prisoner is one you wanted to recruit. The prisoner will start by punching those around him, which would include any other prisoners that are housed in the cell of the berserk prisoner. If they survive from fighting the other prisoners, they will proceed to punch the weakest (lowest hp) part of their cell to get out. Once out of their cell, they will harm any colonist or colony animal that they come across.
 
  
To prevent the berserk prisoner from damaging your base and your people, you can draft a melee attacker by the door to stop the prisoner from progressing. Another option if you wish to preserve the door is to draft the melee attacker into the doorway, where there would be a fight. If you wish to keep the prisoner intact and alive, using a couple of unskilled melee instead of one skilled melee is recommended. Another, labor-intensive option without the risk of injury is to restrict a pawn with good construction skill to the area where the prisoner is trying to break through, keeping the door or wall repaired until the break subsides.
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=== Reasons to imprison ===
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* To recruit raiders, guests, or transport pod crashes into a colony.
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* To use raiders for their [[human resources]].
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* To end most [[mental break]]s. Colonists can immediately be released afterwards.
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* To keep a colonist restrained in order to overcome [[drug]] withdrawal.
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* To convert a colonist or [[slave]] to a desired [[ideoligion]].{{IdeologyIcon}}
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* To act as sources of [[Genes#Bloodfeeder|bloodfeeding]] or [[hemogen pack]]s.{{BiotechIcon}}
  
{{Ideology|No category}}
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== Prisons ==
Sometimes, Mental breaks from prisoners can also result in them losing some or all of their current beliefs to the point that they will instead take on a different belief.
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[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|350px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]
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Prisons are required to hold prisoners.
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=== Creation ===
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A prison must be designated in a fully enclosed [[room]], closed off with [[wall]]s and other impassable objects like [[door]]s, [[cooler]]s and [[nutrient paste dispenser]]s. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of the map if an opening exists.
  
==Prisoners Interaction==
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In order to actually form a prison, at least 1 [[bed]] or [[sleeping spot]] must be placed. Selecting the bed allows you to set "For Prisoners". Colonists and [[slaves]]{{IdeologyIcon}} may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.
Only wardens and doctors can interact with prisoners. Interactions are determined by the option chosen selected in the Prisoner Interface. If a prisoner is incapacitated, a doctor is required to feed the prisoner.
 
  
=== Care ===
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=== General ===
Determines if your colonists will take care of prisoners, or just let them die.
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A prison is called a ''prison cell'' if there is 1 bed available, or a ''prison barracks'' if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including [[mood]] impacts for its Impressiveness.
  
====Medical care====
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Prisoners can only use items that are in their cell. Food, beds, and [[nutrient paste dispenser]]s placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so. Colonists on the food binge [[mental break]], as well as [[animal]]s, will ignore a prison for this purpose.
Determines the level of medical care administered to the prisoner. The range is similar to [[doctoring]] colonists: no care at all, to doctor care only, to medicine levels available.
 
  
==== Drugs ====
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Unless you want your prisoners to die, make sure that it is hospitable. Regulate the [[temperature]], or give prisoners sufficiently insulating [[clothing]], such as [[tribalwear]]. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or [[nutrient paste dispenser]]). Otherwise, see [[#Mood regulation]] for how to make your prison better for the inmates... or worse.
You can use the Health/Operations tab to administer drugs to a prisoner. Drugs that boost mood and/or decrease [[Consciousness]] or [[Manipulation]] can be helpful in avoiding a mental or prison break. Be careful of over-administrating and causing addiction, which can cause more problems than the drug solved.
 
  
==== Prostheses ====
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== Interaction ==
It's possible to give a prisoner one or more [[artificial body parts]]. The base selling price of a slave is increased by the market value of any such part added (though adding a [[mindscrew]] implant will actually ''lower'' the selling price). More, if the slave's market value had been reduced by injuries (before or during their arrival on your map), repairing the injury will remove that penalty to their base selling price.
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Players can assign wardens to do the following tasks:
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* '''[[#Resistance|Recruit]]''' - Reduces the prisoner's [[#Resistance|resistance]], then attempts to recruit.
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* '''[[#Resistance|Reduce resistance]]''' - Reduces the prisoner's [[#Resistance|resistance]], does not recruit.
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* '''[[#Release|Release]]''' - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.
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* '''[[#Execute|Execute]]''' - Order wardens to kill the prisoner.
  
However, remember that all base selling prices are at 60% (before any [[Social]] skill adjustments). Worse, buying prices start at a base 140% of market value, which almost precludes purchasing the replacement part and expecting to see any net profit. The subject would have to be a rare and potentially valuable slave to make this profitable.
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The following options are added by [[DLC]]:
 +
* '''[[#Will|Enslave]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], then forces them into [[slave]]ry.
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* '''[[#Will|Reduce will]]'''{{IdeologyIcon}} - Reduces the prisoner's [[#Will|will]], does not enslave them.
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* '''[[#Convert|Convert]]'''{{IdeologyIcon}} - Attempts to convert the prisoner into a warden's [[ideoligion]].
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* '''[[#Bloodfeed|Bloodfeed]]'''{{BiotechIcon}} - [[Sanguophage]]s and other pawns with the [[Genes#Bloodfeeder|Bloodfeeder]] [[gene]] will drink the prisoner's blood.
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* '''[[#Hemogen farm|Hemogen Farm]]'''{{BiotechIcon}} - Pawns assigned to the [[Work#Doctor|Doctor]] worktype will automatically extract [[hemogen pack]]s from the prisoner.
  
===Other things on the Prisoner Interface===
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=== Resistance ===
 
 
====Prison Break Interval====
 
 
 
 
 
====Resistance====
 
When recruiting a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will recruit the prisoner pawn to the warden's community.
 
 
 
====Will====
 
{{Ideology|No category}}
 
When enslaving a prisoner, this amount gets lessened every time the warden tries.  When reduced to 0%, you will enslave the prisoner pawn to the warden's community.
 
 
 
====Slave Price====
 
This denotes the price of a prisoner when sold to a trader that takes them (This pricing does not apply to [[Titles#Royal_tribute_collector|Royal Tribute collector]]).
 
 
 
{{Ideology|No category}}
 
Any prisoners sold are always sold as slaves.
 
 
 
====Relations Gain on Release====
 
Typically, there is a +12 increase to [[Goodwill]] with the related [[Faction]] for the release of a prisoner, but there are two exceptions.
 
 
 
The first is if the increase would move goodwill toward the "natural goodwill" (viewable in the [Factions] tab, bottom right of the screen. Moving toward natural goodwill always multiplies changes by 125%, so in this case the increase is +15.
 
 
 
The second is if the faction is "always hostile", such as [[pirates]] or [[savage tribe]]s, in which case the change will be "None".
 
 
 
====Target Ideoligion====
 
{{Ideology|No category}}
 
Set this, when converting a prisoner, so that when the prisoner's certainty in their ideoligion gets to 0%, they will convert to this ideoligion.
 
 
 
==== Medical operations ====
 
You can also operate on any prisoners, the same way you operate on colonists.
 
 
 
This allows you to do things such as handicapping the prisoner to make them unable to escape (installing a peg leg then removing it), harvesting their organs, administering drugs, or euthanizing them.
 
 
 
=== Social Interactions ===
 
Determines what social interactions wardens will have with prisoners.
 
 
 
====No interaction====
 
Wardens will not interact with the prisoner, causing no effect to relations.
 
 
 
==== Recruit ====
 
 
{{see also|#Recruitment{{!}}Recruitment}}
 
{{see also|#Recruitment{{!}}Recruitment}}
Wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. 
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Prisoners start with '''resistance''', or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.
 
 
If there is remaining resistance, it will be reduced instead, akin to the 'Reduce resistance' option. Proper recruitment begins only when resistance is at zero.
 
 
 
To maximize the recruitment chance by fulfilling the prisoner's needs: make sure the cell is beautiful (potted plants, carpet, art, etc.), lit, spacious, with a comfortable bed, and has a table and chair for the prisoner to eat off of. The carpet and plants should be done early on, as it is a big bonus for little effort. Have a separate cell for each prisoner, both to remove the "sharing rooms" debuff and to prevent them from killing one another. Feed prisoners your best food, set your colonist with the highest social rating as Warden, and wait.
 
 
 
==== Reduce resistance ====
 
Wardens will have a conversation with the prisoner, reducing their resistance towards recruiting and making them easier to recruit. This also causes an increase in relations between the warden and the prisoner, as well as the Social skill of the warden, improving the chance of recruiting them later on. If resistance is already at zero, wardens will continue to interact with the prisoner but will make no attempt to recruit them unless otherwise instructed.
 
 
 
During interaction with prisoners, wardens will gain Social rapport with each prisoner over time, making recruiting easier and lasting past their recruitment.
 
 
 
====Enslave====
 
{{Ideology|No category}}
 
Wardens will try to enslave the prisoner as a slave into the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. 
 
 
 
If there is remaining will, it will be reduced instead, akin to the 'Reduce resistance' option. Proper enslavement begins only when will is at zero.
 
  
To maximize the enslavement chance, do the opposite of what you do for prisoner recruitment: give it a terrible cell and any debuffs you can give to him/her.
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Under the ''Recruit'' or ''Reduce Resistance'' orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's [[mood]], the warden's [[Negotiation Ability]], and the prisoner's [[opinion]] of the warden. Wardens with more [[Social]] skill have a greater Negotiation Ability. There is a delay between each conversation.
  
====Reduce Will====
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Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your [[storyteller]]. If the prisoner is assigned to ''Reduce Resistance'', then wardens will continue to converse without actually recruiting.
{{Ideology|No category}}
 
Wardens will attempt to break the will by demoralizing the prisoner, reducing their will towards the colony and making them easier to be enslaved. This also causes a decrease in relations between the warden and the prisoner, as well as the Social skill of the warden, improving the chance of enslaving them later on. If their will is already at zero, wardens will make no attempt on interacting with the prisoner.
 
  
====Convert====
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For exact mechanics and chances of recruitment, see [[#Recruitment]].
{{Ideology|No category}}
 
Allowed only 2 times per day (starting after the prisoner goes to bed and wakes up) and no closer than 4 hours between the 2 times.  Will reduce the certainty of the prisoners Ideoligion each time by a amount using the Social skill of the warden.  When the certainty is reduced to 0%, then the prisoner is "converted" to the set Ideoligion on the Prisoner Interface. Wardens will make no further attempt on interaction with prisoners under the targeted Ideoligion.
 
  
====Release====
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==== Will ====
Wardens will take the prisoner outside your colony and free the prisoner, who will then promptly leave the map.  "Outside the colony" means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.
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Enslave{{IdeologyIcon}} and Reduce Will{{IdeologyIcon}} work analogously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a [[slave]]{{IdeologyIcon}}. A prisoner starts with much less will than they do resistance.
  
Releasing an arrested colonist will have them rejoin your colony.
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==== Tame ====
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A [[wild man]] can be arrested and imprisoned. However, they must be [[tame]]d using the usual [[animal]] mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.
  
Releasing a prisoner from another faction will give a [[Prisoner#Relations Gain on Release|goodwill boost]] to relations with their faction once they leave the map. Note that this bonus only happens whens they actually "leave the map".  If that prisoner can't walk, then he or she can't leave the map.  To prevent this, ''only prisoners capable of walking can be released''.  If they are incapacitated and you want to release them, then you have to heal them before releasing them if possible.
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=== Release ===
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Wardens will take the prisoner outside your colony, and free the prisoner. "Outside the colony" means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.  
  
If they are attacked and prevented from leaving the map, that also prevents any goodwill bonus.
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Releasing a prisoner of another faction will give a [[goodwill]] boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.
  
====Execute====
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Releasing a colonist will have them rejoin your colony. [[Slave]]s retain their home faction.
The warden will kill the prisoner, causing a -5 mood debuff for any colonist without the [[Traits#Psychopath|Psychopath]] trait for 10.0 days, unless they are considered guilty.  Executing guilty prisoners only causes a -2 mood debuff.
 
  
Note that euthanasia also kills the prisoner but only gives a -3 mood debuff and trains your doctors, too. Guilty prisoners euthanized will still give a -2 mood penalty.
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=== Execute ===
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Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the ''Prisoner execution'' [[ritual]].
  
=== Accidental ===
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Executing guilty prisoners - those who have harmed the colony in 24 hours - give a {{--|2}} [[mood]]let to non-[[Psychopath]] colonists. Executing a non-guilty prisoner increases the penalty to {{--|5}}.
  
==== Escape ====
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Colonists following an [[ideoligion]]{{IdeologyIcon}} with the [[Ideoligion#Execution|Execution: Respected if Guilty]] precept instead gain a {{+|3}} [[mood]]let for executing a guilty prisoner, with the executioner gaining {{+|10}} mood instead. The [[Ideoligion#Execution|Execution: Required]] precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.
  
[[File:Thank you Megasloth for letting my prisoners run.png|thumb|right|500px|Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.]]
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Executed prisoners who are then [[Resurrector mech serum|resurrected]] will have the execute toggle deselected to prevent their immediate re-execution.
  
If there is an exit towards open space or you leave the prison door open, the prisoner may escape.
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=== Convert ===
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{{Ideology|section=1}}
 +
Attemps to [[Ideoligion#Conversion|convert]] the prisoner to the warden's own [[ideoligion]]. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.
  
Dropping items right in the door holds it open, giving opportunistic prisoners their chance.
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This is functionally the same as [[Ideoligion#Conversion|regular conversion]] that can occur randomly between colonists, except that it is done on a regular basis.
  
This method can be used to get rid of unwanted colonists without mood penalty.
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=== Hemogen ===
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{{Biotech|section=1}}
 +
==== Bloodfeed ====
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Pawns with the ''Bloodfeeder'' [[gene]] will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.
  
==== Social fights ====
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==== Hemogen farm ====
Like colonists, prisoners can also initiate social fights with other prisoners that they are locked together with. They rarely do so with wardens, whose rapport-building won't cause negative reactions from the prisoner, though if they insult or slight the warden there will still be a chance.
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Automatically orders the operation extract [[hemogen pack]] when a prisoner's [[blood loss]] level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.
  
{{clear}}
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=== Other ===
 +
* Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.
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* Prisoners can initiate social fights, both with colonists and other prisoners. Social fights with wardens are unlikely, as recruitment conversations quicky increase [[opinion]].
 +
* Prisoners can be given any number of medical [[operation]]s. This includes injecting [[drug]]s, installing [[artificial body parts]], [[organ harvesting]], and more.
 +
* Prisoners are valid targets for a [[gene extractor]]{{BiotechIcon}}, [[subcore softscanner]]{{BiotechIcon}}, or [[subcore ripscanner]]{{BiotechIcon}}.
 +
* Prisoners can be sold to a [[faction base]] or slaver for [[silver]], or a royal tribute collector{{RoyaltyIcon}} for [[honor]]. Colonists who do not like slavery will get a -3 moodlet, modified by [[ideoligion]]{{IdeologyIcon}}.
 +
* If a prisoner dies, the mood penalty depends on their cause of death. "Intentional" means, like violent combat, count as an execution.
  
=== Escorting ===
+
== Prison break ==
Colonists can escort prisoners from hospitals where the bed settings were both for prisoner and hospital to another cell exclusively set for prisoner only without risking accidental release.
+
{{Template:Prison Break}}
[[File:Escorting prisoner.png|400px|thumb|none|Escorting a prisoner from one cell to another.]]
+
{{Clear}}
  
 
== Recruitment ==
 
== Recruitment ==
{{stub|section=1|reason= Math, inc specifically the difficulty multiplier for new arrivals recruiting tribals, and new tribes recruiting non-tribals}}
+
In order to start recruitment, a target pawn must first be captured, and become a prisoner.  Prisoners then must be set to "Recruit" (or "Reduce Resistance" and then "Recruit") in the "Prisoner" tab of their personal info box (bottom left of screen when pawn is selected).
Prisoners can be recruited into your faction if you set the 'Social Interactions' setting to 'Recruit'. Wardens will come in and chat with the prisoner, then end their chat with a recruitment pitch. Most of the time the prisoner will refuse to join.
 
 
 
During each recruitment attempt, a warden will build rapport with the prisoner 5 times, ending with a recruitment pitch.
 
 
 
For every recruitment pitch made there is at least a 0.5% chance that the prisoner accepts, no matter how difficult it may be.
 
 
 
=== Recruitment difficulty ===
 
 
 
Each prisoner has their own recruitment difficulty. It has several factors:
 
*The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.
 
*For each level of technology between your faction and the enemy's, the difficulty is increased by 16%.
 
*The storyteller will change the recruitment difficulty of prisoners depending on your existing population.
 
 
 
=== Resistance ===
 
 
 
In addition to recruitment difficulty, each prisoner has a resistance stat. For recruitment to commence, resistance must be at zero; if not, recruitment attempts will instead reduce resistance until it reaches zero.
 
 
 
It can be reduced by the 'Reduce resistance' or 'Recruit' interaction.
 
  
Starting resistance is based on the recruitment difficulty:
+
Then colonists assigned to wardening will "chat" with the target prisoner. This can be repeated every several hours, each one reducing [[#Resistance|Resistance]] by a predictable amount (based on the Social pawn's Social skill and the target's Mood).
  
*At 10% difficulty prisoners have no starting resistance.
+
=== Starting resistance ===
*At 50% they have 15.
+
Each prisoner has their own recruitment difficulty:
*At 90% they have 25.
+
* The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.
*At 100% they have 50.
+
* For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. [[New Tribe]]s have a harder time recruiting outlanders, for instance.
 +
* The [[storyteller]] will change the recruitment difficulty of prisoners depending on your existing population.
  
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance:
+
A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.
  
*At -1 intent the resistance is multiplied by 2.
+
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.
*At 0 the resistance is multiplied by 1.5.
 
*At 1 the resistance is multiplied by 1.
 
*At 2 the resistance is multiplied by 0.8.
 
  
 
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.
 
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.
  
 
=== Resistance reduction ===
 
=== Resistance reduction ===
The amount of resistance reduced per attempt is dependent on some factors.
+
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:
 
 
If a factor is causing the reduction to lower, it will be shown after the resistance reduction is complete, alongside the amount reduced.
 
 
 
The base reduction is 1.0, scaled by the Wardens [[Negotiation Ability]] and it is affected by the below:
 
 
 
==== Opinion towards warden ====
 
Opinion of the prisoner towards the warden can greatly affect resistance reduction. This is usually increased by the warden building rapport with the prisoner.
 
 
 
*At -100 opinion, the resistance reduction factor is 50%.
 
*At 0 opinion the resistance reduction factor is 100%.
 
*At 100 opinion the resistance reduction factor is 150%.
 
 
 
==== Current mood ====
 
The mood of the prisoner when the resistance reduction is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with.
 
 
 
*At 0% mood, the resistance reduction factor is 20%.
 
*At 50%, the resistance reduction factor is 100%.
 
*At 100%, the resistance reduction factor is 150%.
 
 
 
=== Recruitment chance ===
 
The chance for each individual recruitment pitch to succeed depends on various factors. Many of them are post-process curved.
 
 
 
==== Recruit prisoner chance ====
 
 
 
The base chance that a recruitment pitch succeeds is equal to 50% of the warden's [[Negotiation Ability]].
 
 
 
Talking and hearing has a 90% importance on this stat, meaning that a warden with impaired talking and hearing will have lower chances of success. In addition, colonists incapable of talking or social cannot attempt to recruit a prisoner.
 
 
 
==== Recruitment difficulty ====
 
Obviously the prisoner's recruitment difficulty is taken into account.
 
 
 
*At 0% difficulty, the base chance factor is 200%.
 
*At '''10% difficulty (lowest possible)''', the base chance factor is 180%.
 
*At 50% difficulty, the base chance factor is 100%.
 
*At '''99% difficulty (highest possible)''', the base chance factor is 2.196%.
 
*At 100% difficulty, the base chance factor is 2%.
 
 
 
==== Opinion towards warden ====
 
Opinion of the prisoner towards the warden can greatly affect recruitment chances. This is usually increased by the warden building rapport with the prisoner.
 
 
 
*At -100 opinion, the recruitment chance factor is 50%.
 
*At 0 opinion the recruitment chance factor is 100%.
 
*At 100 opinion the recruitment chance factor is 200%.
 
 
 
==== Current mood ====
 
The mood of the prisoner when the recruitment pitch is made also matters. A well-fed prisoner in an impressive cell will give a fine mood to work with. You may also wish to provide them with [[drugs]] and/or [[beer]], which, in addition to improving mood, helps to mitigate the pain often associated with wounds the prisoner may have suffered. Be careful about leaving beer in their cell, though; beer can be equipped as a weapon, should the prisoner break free and attack your colonists.
 
 
 
*At 0% mood, the recruitment chance factor is 20%.
 
*At 50%, the recruitment chance factor is 100%.
 
*At 100%, the recruitment chance factor is 200%.
 
 
 
== Prison breaks ==
 
{{stub|section=1|reason=Break mtb math - see PrisonBreakUtility}}
 
Prisoners have a small chance to decide to break out and escape. During this time, they are able to open all prison doors like your colonists, and will attempt to equip and use weapons and weapon-like [[utility]] items such as [[orbital bombardment targeter]]. Prisoner break events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
 
 
 
The chance for a prison break is multiplied by the number of exits the prisoner has.
 
 
 
In a break, all prisoners in that cell or barracks will escape. Prisoners from different cells may also join in, or choose not to do so.
 
 
 
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee, or a single colonist shooting them. Be careful about downed wardens as they will steal weapons from them, making them harder to fight. Place your exits away from the map edge, preferably facing a direction where your colonists can quickly respond to breakouts. Funneling all prisoners into 1 exit also helps in dealing with prison breaks by allowing wardens to deal with them 1 at a time.
 
 
 
== Caravans ==
 
Prisoners can be brought along in caravans, after capturing them from various sources, such as a faction base attack.
 
 
 
Prisoners can be formed as part of a caravan, but like everybody else they need to be capable of moving. Reforming a caravan as opposed to forming one from scratch removes this requirement, meaning you can bring any downed prisoners you find. Prisoners will carry 35 kg worth of items, like your colonists.
 
 
 
If a caravan has a hostile encounter, like ambushes or base attacks, the prisoner will proceed to wander around the map without attempting to escape. This often puts the prisoner at risk as they may wander into the crossfire getting themselves severely injured or killed. Hostile factions will also attack prisoners if they are captured from an enemy faction of theirs.
 
 
 
== Unwanted Prisoners ==
 
 
 
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine won't be able to move at all, unless they get a [[Bionic spine]] - which is certainly possible, but an expensive investment.  Maybe it's better to just accept that it's their time (right after you strip them, of course)...
 
 
 
There are several ways to dispose of unwanted prisoners, most of which involve killing the prisoner.  Any colonist without the [[Traits#Psychopath|Psychopath]] trait will get a negative mood effect from a prisoner dying.  Normally this effect is -5, but euthanizing a prisoner gives a lighter -3 penalty, and if a prisoner is considered ''guilty'' and is executed or euthanized, it will only be -2.  Most prisoners are "guilty" for about 24 hours after a battle, and this information can be seen in their Prisoner tab.
 
 
 
If you're stuck with an unwanted guest and simply want them "gone", there are several simple solutions:
 
 
 
* '''Expendables''': This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. [[Recruit]] one (or more) to send on those long quests, the ones that you'd rather not dedicate a week or more for a more valuable colonist to complete. Or, they can go take a long hike and see if that ''next'' settlement has anything interesting to trade - and then the one after that, and so on.  Or go scout a hostile base to get a picture of their defenses.  Or have them scout the route to your [[Quests#Ship to the Stars|starship]], so you know what's ahead. Give them a surplus weapon and forget about them, since you don't care if they come back or not. If they do it's a win, and send them right back out on another mission, and then another, and/or just expel them from the colony when you're done with them, nothing lost.
 
 
 
: A variation is to have them always lead the charge against [[raider]]s, fully expecting them (rather than any valued colony member) to take the brunt of the incoming damage.  Raising a [[stele]] in their honor is, of course, completely unnecessary.
 
 
 
: Valued skills (depending on their exact future assignments) could include Shooting, Melee, Plants (for foraging during a [[Caravan]]), Social (for any incidental trading), Medical (for self-healing), and so on.  Usually negative traits such as [[Traits#Slothful|slothful]], [[Traits#Abrasive|abrasive]], [[Traits#Drug_Desire|drug fascination]] or [[pyromaniac]], or injuries that hurt [[manipulation]] etc., become irrelevant if they "never" spend time at your base.
 
  
: Be aware that ''any'' "colonist" dying will give a [[Mood#Colonist_died|small mood penalty]] (-3 for 6 days), although not as bad as if your colonists actually cared about them. This can countered with a positive [[Mood#My Rival Died|"''My Rival Died''"]] thought if the lost pawn is considered a "[[Social|Rival]]", this thought lasts for 10 days and its impact varies on how much the pawn dislikes the deceased (to a maximum of +10). This rivalry can be artificially induced with minimal risk by having the expendable pawn harm the other colonists, sell slaves (especially loved ones), or by disfiguring the expendable, such as by installing and removing a [[bionic ear]] or [[aesthetic nose]].{{RoyaltyIcon}}
+
'''Prisoner's [[opinion]] of the warden:'''
 +
* At -100 opinion, the resistance reduction factor is 50%.
 +
* At 0 opinion, the resistance reduction factor is 100%.
 +
* At 100 opinion, the resistance reduction factor is 150%.
  
* '''Release''': If finances and manpower are not an issue, this can be a win/win option as you get free goodwill from the prisoner's [[faction]] without negative mood effects. Not very useful with [[Factions#Pirates|pirate]] or [[Factions#Savage tribe|savage tribe]] prisoners as their goodwill never can be improved (i.e. they are ''always'' "hostile"), but it does prevent the mood debuffs that normally result from the death of unwanted prisoners, and also gives all pawn a "healthy prisoner released" mood buff. Note that you only get the full goodwill bonus if they exit the map with any wounds treated.
+
'''Prisoner [[mood]]:'''
 +
* At 0% current mood, the resistance reduction factor is 20%.
 +
* At 50% mood, the resistance reduction factor is 100%.
 +
* At 100% mood, the resistance reduction factor is 150%.
  
===== Capital punishment =====
+
'''Negotiation Ability:'''
So many ways to die in RimWorld...
+
* See [[Negotiation Ability]].
  
* '''Starvation''': The oubliette is a fine and time-honoured tradition, just [f]orbid the door and forget them. Or, go to their Health tab and set 'Food Restrictions' (near the top)  to "Nothing" (and similarly with "No medical care").  The prisoner will have the negative [[thoughts]], quite possibly resulting [[Mood|mental breaks]] associated with hunger.  This may cause prisoners in shared cells to attack each other, including them severely injuring/killing ones you don't want dead. Or you can put several unwanted prisoners in the same cell, and let nature take its course.
+
==== Word of Trust ====
 +
The [[Psycasts#Word of trust|Word of Trust psycast]] {{RoyaltyIcon}} will reduce resistance by 20, multiplied directly by the prisoner's [[Psychic Sensitivity]] and no other factors.
  
* '''Temperature control''': Using heaters or coolers, lower/raise the temperature of the cell to a lethal level.
+
== Tips ==
 +
=== Mood regulation ===
 +
{{Stub|section=1|reason=Only some mental breaks are available to prisoners. Which? Expand on how that affects strategy and options}}
 +
Increasing [[mood]] makes prisoners easier to recruit, and less likely to go [[berserk]]. If you want to increase prisoner mood, you can do the following:
 +
* Give prisoners separate rooms, preferably one that isn't cramped.
 +
* Give a prisoners a source of [[light]], a [[table]] and [[chair]], and a decent [[bed]].
 +
* Increase the impressiveness of a room with [[sculpture]]s, [[stone tile]]s, etc.
 +
* Give the prisoner [[fine meal]]s, [[lavish meal]]s, or even [[drug]]s.
  
* '''Euthanasia''': Open the 'Operations' menu in the Health tab, then select 'Euthanize'. A doctor will come in and euthanize the prisoner. Similar to Execution (below), except it allows doctors to practice medicine and has a lighter mood penalty.
+
=== Changing ideoligion ===
 +
{{Ideology|section=1}}
 +
If you want to change the target's [[ideoligion]], then instead try and make the prisoner upset. Lower mood reduces [[certainty]] gain, and may cause a [[Mental break#Crisis of belief|Crisis of Belief]] extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:
 +
* Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 [[sleeping spot]]s will create a prison barracks.
 +
* Feed the pawn [[human meat]], [[insect meat]], [[raw food]], or [[kibble]]. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.
 +
* Keep them in [[pain]]. Inflicting [[injury]] comes at the risk of scarring or permanent damage, however, and a [[mindscrew]] {{RoyaltyIcon}} cannot be removed by traditional methods once the pawn is converted. A [[torture crown]] is a risk free way of inflicting pain, but dressing prisoners has its own difficulties.  
 +
Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme [[mental break threshold]] to prevent this.
  
* '''Execution''': In the pawn's Prisoner tab, select "Execute", and a pawn with the Warden work active will take care of this. Right click and Strip them first, if you want any of their [[apparel]] that will not be [[tainted]] by death.
+
It is also worth considering the individual pawn when deciding on an approach. The first concern are the [[traits]] - many traits affect the [[Global Certainty Loss Factor]] of a pawn, which in turn affect the efficacy of conversion attempts by wardens. For pawns with a high factor, traditional conversion will be effective, while forcing a crisis of belief may be all but necessary. For further details, including a list of traits that affect the factor, see [[Certainty]] and [[Global Certainty Loss Factor]].  
  
* '''Death by combat''': You can draft a colonist with a weapon and order them to kill the prisoner by clicking 'B' and selecting the prisoner. This gives some small weapons practice.
+
The second concern are [[xenotypes]]{{BiotechIcon}}  with the [[Aggressive]] and [[Hyper-aggressive]] genes.{{BiotechIcon}}  Those with aggressive, including all [[yttakin]],{{BiotechIcon}}  [[wasters]],{{BiotechIcon}}  [[neanderthals]],{{BiotechIcon}}  and [[sanguophages]],{{BiotechIcon}}  are much more likely to have a berserk mental break, proportionally reducing the chances of a crisis of belief. Meanwhile those with hyper-aggressive will essentially never select the crisis, making pawns such as [[hussars]]{{BiotechIcon}} all but impossible to convert by crisis.
  
=====Extreme measures=====
+
=== Prisoner suppression ===
Alternatively, unwanted prisoners can be made to provide restitution for their crimes, for those players with a stomach for such options:
+
Whenever they are [[berserk]], under a [[#Prison break|prison break]], or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a [[door]]) to escape. When under a prisoner break, they can just open the door.
  
* '''Organ removal''': You can remove one [[kidney]] and one [[lung]] without killing an otherwise healthy prisoner. Removing vital organs, such as the [[heart]] or [[liver]], will kill the prisoner, preventing any further organ harvesting, as will removing a second kidney or lung. There is no market for a tongue, but removing it will give a little more practice to your doctor. Removing any organ, tongue included, will give all colonists without the [[Traits#Psychopath|Psychopath]] or [[Traits#Bloodlust|Bloodlust]] trait a negative mood modifier.{{Check Tag|Detail Needed|Which and how bad}} For a more complete discussion, see [[Human_resources#Organ_harvesting|organ harvesting]].
+
If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled [[Construction]] pawn constantly repair the door. This trains Construction but is labor intensive. You can also wall the prisoner in, which will cause them to stop attacking the door and just wander around in their cell instead.  
  
* '''Medical (mal)practice''': You could also replace an extremity with a wooden one, and then remove the wooden one and repeat until the patient dies on the operating table or you get bored of him. Yes, it's dark, but this is RimWorld.
+
If free roaming [[animal]]s are within the prison, then [[berserk]]ing prisoners will prioritize them over breaking out. You can place [[animal sleeping spot]]s inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of [[filth]], quickly lowering the room's quality. You may want to use [[straw matting]].
  
* '''Selling To Slaver''': If combined with organ removal this gets you the most silver. Selling a prisoner will give all colonists a -3 mood penalty labeled "[[Mood#A_prisoner_was_sold|A prisoner was sold]]" that lasts for 4 days and stacks up to 5 times, and gives other pawns a negative [[Social|opinion]] of the seller. Their current slave value can be seen under the Patient tab; this value will change with the current health and skills of the prisoner.
+
=== Unwanted prisoners ===
 +
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a [[bionic spine]] to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.
  
* '''Gifting To Slaver''': Similar to releasing them, but granting goodwill with the slaver's faction proportional to the slave's market value. No mood penalty and it gets the unwanted prisoner off your hands, but the prisoner remains a slave.
+
There are several ways to dispose of these prisoners:
 +
* '''Release:''' The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase [[goodwill]] by a small amount.
 +
* '''Expendables:''' This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long [[caravan]] that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A "colonist" dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by [[opinion]]. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited.
 +
* '''Euthanasia:''' Execute in a more humane fashion by neck cut. This costs 1x [[herbal medicine]] (or better) and trains Medical experience. An 'innocent' prisoner going through euthanasia is less upsetting than an innocent execution.
 +
* '''Execution:''' Execute a prisoner in a raw manner. Those with an [[ideoligion]] favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty).
 +
* '''[[Human resources]]:''' Use prisoners for their parts. Artificial limbs can be removed without penalty.
 +
** [[Organ harvesting]]: A [[kidney]] and [[lung]] can be harvested without death, and a [[heart]], [[liver]], or second kidney/lung can be taken to kill. Unless Organ Use is acceptable by [[ideoligion]], this comes with a -6 [[mood]] penalty (stacks, but diminishing) for the colony, and even more if the prisoner was killed.
 +
** Used for a [[gene extractor]]{{BiotechIcon}} or [[subcore ripscanner]]{{BiotechIcon}}, the latter of which is fatal.
 +
* '''Selling:''' Prisoners can be sold for money at a [[faction base]] or slaver, or exchanged for [[honor]]{{RoyaltyIcon}} from a royal tribute collector. Each sold prisoner gives -3 [[mood]].
  
 
== Version history ==
 
== Version history ==
 
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.
 
* [[Version/0.8.657|0.8.657]] - You can now release prisoners. This gains you goodwill from their faction.
 
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.
 
* [[Version/0.13.1135|0.13.1135]] - Prison breaks added.
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] [[biocoded]] weapons.
+
* 1.1 - Interface now reports the chance of a successful arrest before you try to make it.
 +
* [[Version/1.1.2570|1.1.2570]] - Escaping prisoners are no longer able to equip [[Persona weapons|bladelinked]] or [[biocoded]] weapons.
 
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.
 
* [[Version/1.3.3066|1.3.3066]] - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including [[orbital bombardment targeter]]s, [[orbital power beam targeter]]s, and [[tornado generator]]s.
 +
* [[Version/1.4.3523|1.4.3523]] - Unwavering prisoners added. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
 +
* [[Version/1.4.3529|1.4.3529]] - Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
 +
* [[Version/1.4.3555|1.4.3555]] - Fix: Enslaving a pawn removes unwaveringly loyal. Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
 +
* [[Version/1.4.3613|1.4.3613]] - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
 +
* [[Version/1.4.3641|1.4.3641]] - Fix: Error on releasing space refugee prisoners.
 +
* [[Version/1.4.3682|1.4.3682]] - Fix: [[Dead calm]] pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.
 +
* [[Version/1.5.4062|1.5.4062]] - Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable. Unlisted change: Unwaveringly loyal prisoners can be converted to different ideologies.
  
 
[[Category:Characters]]
 
[[Category:Characters]]

Latest revision as of 06:37, 9 September 2024

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Prisoner preview.png

Prisoners are people who have been taken captive. This usually includes raiders, but colonists can be imprisoned too.

Summary[edit]

Prisoners are ordinary pawns under restraint. They have no Recreation needs, but all other needs and most moodlets apply to them. This includes a need for food and the chance for mental breaks. They are confined to their cell, and will not do work. Prisoners retain their faction allegiance; imprisoned colonists who are released will immediately rejoin the colony, while other prisoners will try and leave the map.

Prisoners cannot open doors if not undergoing a prison break. While inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is held open because of an item inside. A prisoner that can move will wear the most comfortable[Verify/Detail] clothing placed in their cell. They eat the food with the best mood buff that they can reach, ignoring food restrictions. Mobile prisoners can use a nutrient paste dispenser that faces into their prison. Otherwise, wardens will bring any food allowed by their food restrictions. A prisoner's medical settings, as well as defaults for all prisoners, can be adjusted in their Health tab.

Colonists assigned to Warden can interact with a prisoner in multiple different ways, including delivering food and recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See #Interaction for more details.

Unwaveringly loyal[edit]

Unwaveringly loyal prisoners are unable to be recruited to your colony, and do not have resistance to lower. They are otherwise the same as regular prisoners, including the ability to become a slaveContent added by the Ideology DLC.

Unwaveringly loyal prisoners can be recruited after undergoing the Brainwipe psychic ritual.Content added by the Anomaly DLC.

Unwavering loyalty can be disabled in the storyteller settings. Note that the enabling unwaveringly loyal pawns decreases the percentage of raiders that are automatically killed on downing to almost exactly make up for the percentage of pawns that are now unrecruitable - this means that the number of recruitable prisoners remains constant with either option, but the total number of prisoners increases with unwaveringly loyal enabled. This is pure benefit if the player only intends to recruit from the pool of randomly downed raiders, however if the player was willing to specifically target good pawns for safe-downing and recruitment, such as through bleed kiting or psychic shock lance, then some portion of those previously recruitable pawns will instead be loyal and thus unavailable.

If an unwaveringly loyal pawn joins your colony through any means, they will lose their unwavering loyalty.

Caravans[edit]

Prisoners can be loaded into a caravan. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a mental break.

If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.

Capturing prisoners[edit]

In order to capture any prisoner, you need a valid prison, which is enclosed and has an open bed or sleeping spot (See #Prisons below).

The gameplay steps required to capture a pawn depends on their state:

  • Downed pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
    • Raiders, berserk pawns, and former prisoners in a prison break are unable to be captured directly. They must first be downed.
    • NOTE: Raiders in particular have a chance to die whenever they are downed from pain - such as from being injured. This does not apply if the pawn is downed from other causes; some ways to get around this include:
  • To arrest a colonist, guest, ally, or slaveContent added by the Ideology DLC, you need to draft a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their Arrest Success Chance, and will be displayed on the prompt. Arrest success chance largely depends on Social skill, but is negatively affected by Manipulation penalties. If the arrest fails, the target will go berserk. Pawns with the dead calm geneContent added by the Biotech DLC always have a 100% success chance, regardless of arrester stats, and thus will never go berserk when arrested.
    • Colonists can be captured even during a mental break, except for berserk. This immediately ends most mental breaks, without catharsis. When released, colonists will get the −6 Was imprisoned moodlet for 12 days. This mood penalty will not occur if the colonist is instead re-recruited. Arrests will not end the run wild or catatonic breakdown mental breaks.

If you attempt to capture a pawn from a neutral or allied faction, the faction will immediately turn hostile. This includes transport pod crashes, if they happen to be part of an existing faction.

If you need to capture a pawn, then sleeping spots can be used to instantly create a prison and bed space anywhere indoors. You can also turn a colonist bedroom into a prison.

Reasons to imprison[edit]

  • To recruit raiders, guests, or transport pod crashes into a colony.
  • To use raiders for their human resources.
  • To end most mental breaks. Colonists can immediately be released afterwards.
  • To keep a colonist restrained in order to overcome drug withdrawal.
  • To convert a colonist or slave to a desired ideoligion.Content added by the Ideology DLC
  • To act as sources of bloodfeeding or hemogen packs.Content added by the Biotech DLC

Prisons[edit]

Megasloth getting sheared at the exit of a prison door, holding it open for a prisoner to escape.

Prisons are required to hold prisoners.

Creation[edit]

A prison must be designated in a fully enclosed room, closed off with walls and other impassable objects like doors, coolers and nutrient paste dispensers. Prisoners cannot be captured unless the prison is enclosed, and mobile prisoners will walk out of the map if an opening exists.

In order to actually form a prison, at least 1 bed or sleeping spot must be placed. Selecting the bed allows you to set "For Prisoners". Colonists and slavesContent added by the Ideology DLC may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.

General[edit]

A prison is called a prison cell if there is 1 bed available, or a prison barracks if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including mood impacts for its Impressiveness.

Prisoners can only use items that are in their cell. Food, beds, and nutrient paste dispensers placed inside a prison are reserved for prisoner use. While a colonist can be ordered to eat food placed in a prison cell, they will not automatically do so. Colonists on the food binge mental break, as well as animals, will ignore a prison for this purpose.

Unless you want your prisoners to die, make sure that it is hospitable. Regulate the temperature, or give prisoners sufficiently insulating clothing, such as tribalwear. Make sure that food gets to a prisoner (either via a storage zone, warden delivery, or nutrient paste dispenser). Otherwise, see #Mood regulation for how to make your prison better for the inmates... or worse.

Interaction[edit]

Players can assign wardens to do the following tasks:

  • Recruit - Reduces the prisoner's resistance, then attempts to recruit.
  • Reduce resistance - Reduces the prisoner's resistance, does not recruit.
  • Release - Releases the prisoner. Imprisoned colonists will rejoin the colony, while other factions will attempt to leave the map.
  • Execute - Order wardens to kill the prisoner.

The following options are added by DLC:

Resistance[edit]

Prisoners start with resistance, or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaveringly loyal prisoners do not have a resistance stat, and can't be recruited.

Under the Recruit or Reduce Resistance orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's mood, the warden's Negotiation Ability, and the prisoner's opinion of the warden. Wardens with more Social skill have a greater Negotiation Ability. There is a delay between each conversation.

Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your storyteller. If the prisoner is assigned to Reduce Resistance, then wardens will continue to converse without actually recruiting.

For exact mechanics and chances of recruitment, see #Recruitment.

Will[edit]

EnslaveContent added by the Ideology DLC and Reduce WillContent added by the Ideology DLC work analogously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a slaveContent added by the Ideology DLC. A prisoner starts with much less will than they do resistance.

Tame[edit]

A wild man can be arrested and imprisoned. However, they must be tamed using the usual animal mechanics, rather than being recruited as a prisoner. Once tamed, they will join the colony as a colonist.

Release[edit]

Wardens will take the prisoner outside your colony, and free the prisoner. "Outside the colony" means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.

Releasing a prisoner of another faction will give a goodwill boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and savage tribes do not interact with goodwill, so releasing them has no effect.

Releasing a colonist will have them rejoin your colony. Slaves retain their home faction.

Execute[edit]

Wardens will cut a prisoner's neck immediately, killing them without fail. This is a different action from the Prisoner execution ritual.

Executing guilty prisoners - those who have harmed the colony in 24 hours - give a −2 moodlet to non-Psychopath colonists. Executing a non-guilty prisoner increases the penalty to −5.

Colonists following an ideoligionContent added by the Ideology DLC with the Execution: Respected if Guilty precept instead gain a +3 moodlet for executing a guilty prisoner, with the executioner gaining +10 mood instead. The Execution: Required precept gains the same moodlets (but shorter) for executing anyone. If the execution was desired by precept, then fluid ideoligions gain a development point.

Executed prisoners who are then resurrected will have the execute toggle deselected to prevent their immediate re-execution.

Convert[edit]

Attemps to convert the prisoner to the warden's own ideoligion. The target ideoligion can be selected, which will only allow wardens of that ideoligion to convert.

This is functionally the same as regular conversion that can occur randomly between colonists, except that it is done on a regular basis.

Hemogen[edit]

Bloodfeed[edit]

Pawns with the Bloodfeeder gene will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.

Hemogen farm[edit]

Automatically orders the operation extract hemogen pack when a prisoner's blood loss level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.

Other[edit]

  • Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.
  • Prisoners can initiate social fights, both with colonists and other prisoners. Social fights with wardens are unlikely, as recruitment conversations quicky increase opinion.
  • Prisoners can be given any number of medical operations. This includes injecting drugs, installing artificial body parts, organ harvesting, and more.
  • Prisoners are valid targets for a gene extractorContent added by the Biotech DLC, subcore softscannerContent added by the Biotech DLC, or subcore ripscannerContent added by the Biotech DLC.
  • Prisoners can be sold to a faction base or slaver for silver, or a royal tribute collectorContent added by the Royalty DLC for honor. Colonists who do not like slavery will get a -3 moodlet, modified by ideoligionContent added by the Ideology DLC.
  • If a prisoner dies, the mood penalty depends on their cause of death. "Intentional" means, like violent combat, count as an execution.

Prison break[edit]

"Prisoners have staged a breakout! They've somehow defeated the door lock and are making their way out. They may seek weapons, fight, or try to escape."

Prisoners can escape via opens doors or gaps in the walls in their cell. In addition, prisoners also have a small chance to actively break out and escape. This is affected by the following factors:

  • The number of doors in their cell.
  • The Moving capacity of the individual prisoner.
  • Genes relating to aggression.Content added by the Biotech DLC
  • Number of prisoners. Prison break instances are rolled per prisoner, meaning that the more prisoners you have, the more likely a prison break is to happen in a given period, despite not directly affecting each individual prisoner's mean time between prison breaks.

Once it happens, all rooms within 20 tiles of the prisoner who started the prison break have a chance to join it. The original room will always join. Other rooms have a 50% chance to join. If a room does join, all prisoners in that room are affected too.

During a prison break, prisoners are able to open all doors. They will attempt[Under what conditions?] to equip and use weapons and weapon-like utility items such as orbital bombardment targeter.[Which?] Because of this, it is recommended to set armories far away from your prisons and watch out for any weapon dropped by your own pawns. Additionally, placing the exits away from the edge of the map will increase the time it takes for the escapees to exit the map.

Since prisoners are technically part of an enemy faction, any friendlies[Same faction?] on the map will engage them and your own pawns will react to them as specified by their Threat response. These reactions can be helpful if you need to contain a larger break, though the use of higher-powered weapons means they have a higher chance of outright killing the prisoner. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.

To contain a prison break while reducing the risk of killing the escaping prisoners, low damage weapons are recommended. Alternatively, brain implants that cause brain shockContent added by the Royalty DLC can be implanted in long term or particularly unruly prisoners, and EMP weapons used to down them instantly and safely.

Since prisoners are technically part of an enemy faction, any friendlies on the map will engage them. While this is potentially helpful to contain larger breaks, the use of proper weapons leads to a higher chance of outright killing the escapees. Recapturing escaped prisoners from factions that have turned friendly since that prisoner was originally captured will not affect relations with that faction.

Recruitment[edit]

In order to start recruitment, a target pawn must first be captured, and become a prisoner. Prisoners then must be set to "Recruit" (or "Reduce Resistance" and then "Recruit") in the "Prisoner" tab of their personal info box (bottom left of screen when pawn is selected).

Then colonists assigned to wardening will "chat" with the target prisoner. This can be repeated every several hours, each one reducing Resistance by a predictable amount (based on the Social pawn's Social skill and the target's Mood).

Starting resistance[edit]

Each prisoner has their own recruitment difficulty:

  • The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.
  • For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. New Tribes have a harder time recruiting outlanders, for instance.
  • The storyteller will change the recruitment difficulty of prisoners depending on your existing population.

A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.

This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.

Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.

Resistance reduction[edit]

A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:

Prisoner's opinion of the warden:

  • At -100 opinion, the resistance reduction factor is 50%.
  • At 0 opinion, the resistance reduction factor is 100%.
  • At 100 opinion, the resistance reduction factor is 150%.

Prisoner mood:

  • At 0% current mood, the resistance reduction factor is 20%.
  • At 50% mood, the resistance reduction factor is 100%.
  • At 100% mood, the resistance reduction factor is 150%.

Negotiation Ability:

Word of Trust[edit]

The Word of Trust psycast Content added by the Royalty DLC will reduce resistance by 20, multiplied directly by the prisoner's Psychic Sensitivity and no other factors.

Tips[edit]

Mood regulation[edit]

Increasing mood makes prisoners easier to recruit, and less likely to go berserk. If you want to increase prisoner mood, you can do the following:

Changing ideoligion[edit]

If you want to change the target's ideoligion, then instead try and make the prisoner upset. Lower mood reduces certainty gain, and may cause a Crisis of Belief extreme mental break, which reduces certainty by 50%. The following can help with decreasing mood:

  • Keep prisoners in a confined, dark space, without a bed or furniture. Even if there's only 1 prisoner, placing 2 sleeping spots will create a prison barracks.
  • Feed the pawn human meat, insect meat, raw food, or kibble. Certain ideoligions can make some of these foods more desirable, but kibble is never desirable to eat.
  • Keep them in pain. Inflicting injury comes at the risk of scarring or permanent damage, however, and a mindscrew Content added by the Royalty DLC cannot be removed by traditional methods once the pawn is converted. A torture crown is a risk free way of inflicting pain, but dressing prisoners has its own difficulties.

Keep in mind that crises of belief that would drop a pawn's certainty to or below 0%, will instead convert the pawn to a weighted randomly selected ideoligion with a new certainty. While this process might select the intended ideoligion, it may not while also requiring their certainty be reduced again. If a pawn's certainty is below 50%, consider improving their mood above their extreme mental break threshold to prevent this.

It is also worth considering the individual pawn when deciding on an approach. The first concern are the traits - many traits affect the Global Certainty Loss Factor of a pawn, which in turn affect the efficacy of conversion attempts by wardens. For pawns with a high factor, traditional conversion will be effective, while forcing a crisis of belief may be all but necessary. For further details, including a list of traits that affect the factor, see Certainty and Global Certainty Loss Factor.

The second concern are xenotypesContent added by the Biotech DLC with the Aggressive and Hyper-aggressive genes.Content added by the Biotech DLC Those with aggressive, including all yttakin,Content added by the Biotech DLC wasters,Content added by the Biotech DLC neanderthals,Content added by the Biotech DLC and sanguophages,Content added by the Biotech DLC are much more likely to have a berserk mental break, proportionally reducing the chances of a crisis of belief. Meanwhile those with hyper-aggressive will essentially never select the crisis, making pawns such as hussarsContent added by the Biotech DLC all but impossible to convert by crisis.

Prisoner suppression[edit]

Whenever they are berserk, under a prison break, or just escaping, sometimes you will need to subdue a prisoner. When berserk, prisoners will fight other prisoners, then will punch the weakest area (usually a door) to escape. When under a prisoner break, they can just open the door.

If you need to keep the prisoner alive, it is best to use low damage weapons and attacks - even just melee attacks with a gun or bare fists. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled Construction pawn constantly repair the door. This trains Construction but is labor intensive. You can also wall the prisoner in, which will cause them to stop attacking the door and just wander around in their cell instead.

If free roaming animals are within the prison, then berserking prisoners will prioritize them over breaking out. You can place animal sleeping spots inside the prison for an automatic form of prisoner suppression. Note that animals are slightly more dangerous than humans. In addition, most animals will create a large amount of filth, quickly lowering the room's quality. You may want to use straw matting.

Unwanted prisoners[edit]

Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a bionic spine to replace, which may not be worth it. Unwavering prisoners can't be recruited normally, so fall under the same boat.

There are several ways to dispose of these prisoners:

  • Release: The least upsetting way to remove a prisoner. Colonists will not become upset if an enemy prisoner is released, and it may increase goodwill by a small amount.
  • Expendables: This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. Recruit them, and send them out for a long caravan that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A "colonist" dying still gives a negative moodlet (-3, same as incidental death or non-guilty euthanasia), which is affected by opinion. Cut off their tongue to prevent social interaction from happening. Of course, unwavering prisoners can't be recruited.
  • Euthanasia: Execute in a more humane fashion by neck cut. This costs 1x herbal medicine (or better) and trains Medical experience. An 'innocent' prisoner going through euthanasia is less upsetting than an innocent execution.
  • Execution: Execute a prisoner in a raw manner. Those with an ideoligion favoring execution will enjoy it. With a fluid ideoligion, execution is a very easy way to gain development points (so long as it is Respected if Guilty).
  • Human resources: Use prisoners for their parts. Artificial limbs can be removed without penalty.
  • Selling: Prisoners can be sold for money at a faction base or slaver, or exchanged for honorContent added by the Royalty DLC from a royal tribute collector. Each sold prisoner gives -3 mood.

Version history[edit]

  • 0.8.657 - You can now release prisoners. This gains you goodwill from their faction.
  • 0.13.1135 - Prison breaks added.
  • 1.1 - Interface now reports the chance of a successful arrest before you try to make it.
  • 1.1.2570 - Escaping prisoners are no longer able to equip bladelinked or biocoded weapons.
  • 1.3.3066 - Prisoner escape chance is multiplied by the number of exits the prisoner has. Escaping prisoners will attack enemies with weapons they pick up, including orbital bombardment targeters, orbital power beam targeters, and tornado generators.
  • 1.4.3523 - Unwavering prisoners added. Fix: Resurrected executed prisoners retain the execute option and usually immediately get executed after being resurrected.
  • 1.4.3529 - Fix exploit: Unwaveringly loyal can be bypassed by enslaving prisoners. Fix exploit: Capture>Enslave>Imprison>Release recruits pawns immediately.
  • 1.4.3555 - Fix: Enslaving a pawn removes unwaveringly loyal. Fix: Unwaveringly loyal inspect pane text not appearing for slaves.
  • 1.4.3613 - Fix: Child prisoners attempt to wear adult clothing, causing it to disappear.
  • 1.4.3641 - Fix: Error on releasing space refugee prisoners.
  • 1.4.3682 - Fix: Dead calm pawns go berserk when arresting fails. Fix: Captured prisoners escaping from reformed caravans.
  • 1.5.4062 - Fix: The "run wild" mental break can occur on unwaveringly loyal pawns, causing them to be tameable. Unlisted change: Unwaveringly loyal prisoners can be converted to different ideologies.