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If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||650}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||920}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. | If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of {{Icon Small|silver||650}}. If a [[prosthetic heart]] is available, then you'll profit to {{Icon Small|silver||920}}. If the organ "donor" is still alive, they'll receive a -30 mood penalty ''per organ'' removed, at 75% stacking, up to 5 times. Expect survivors to [[break]], so check their melee skill accordingly. | ||
+ | |||
+ | Pawns with [[bionic]] attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing a bionic part also doesn't count as organ harvesting{{Check Tag|Fact Check}}. | ||
Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive. | Their default <u>market</u> value is displayed above. In practice the actual buying/selling price is the market price modified by [[Trade Price Improvement|trading skills/etc.]], and failing the surgery makes things more expensive. |
Revision as of 15:32, 5 October 2022
Human Resources are everything that a human body can offer: slavery, organ harvesting, wearing human skin, Cannibalism. Most pawns have a severe distaste for these things, but in dire circumstances it can be necessary to use every resource.
Most forms of HR impart significant mood penalties on many colonists, but they are also a potential route to survival and even a source of income. A number of traits can make this feasible as a core strategy for a colony. Some colonies might even make it the prefered standard for living, especially with mods or the Ideology DLC.
Mood
"Normal" colonists in base game (Core RimWorld) recieve penalties whenever anyone in the colony: butchers corpses, harvest organs, kills a pawn through organ harvest, or sells slaves. Colonists will know these actions happened even while on a caravan, or in another settlement. Colonists will also recieve penalties for seeing corpses, eating human flesh, or wearing human leather. They also don't like butchering corpses themselves.
Some additional care can be taken to maintain mood levels through other means, such as providing additional recreation, psychic soothe pulsers, better meals, drugs or improved quality bed. Ideoligion, from the Ideology DLC, may instead give pawns mood buffs for many of these actions.
Traits
The three traits below make a colonist react indifferently or even enthusiastically towards human suffering or abuse. If there are more than one of the traits on the same person, the most beneficial one applies (e.g. a Cannibal will always receive +20 mood per day by eating raw human flesh, no matter what other traits that colonist has).
- Psychopath: No issue with fresh corpses, butchering corpses, slavery, or organ harvesting
- does NOT like seeing rotten corpses, eating human flesh, or wearing human skin clothing
- Bloodlust: No issue with corpses (even rotten), butchering, or organ harvesting.
- likes to wear human skin, doesn't mind wearing tainted apparel (i.e. taken from a dead body)
- does NOT like cannibalism or slavery
- Cannibal: No issue with fresh corpses, butchering corpses, loves human flesh and likes human leather
- does NOT like slavery or organ harvesting.
Mood Table (Core)
Trait | Observes corpse | Observes rotting corpse | Butchers human | Somebody butchers human (colonywide) | Eats raw human flesh | Eats meal with human flesh | Wears human skin clothing | Trades human flesh or leather | A slave is sold (colonywide) | An organ is harvested (colonywide) |
---|---|---|---|---|---|---|---|---|---|---|
None (average colonist) |
-3 Mood (0.25 days. 3 Stacks. 0.5 Stack Multiplier) | -7 Mood (0.25 days. 5 Stacks. 0.3 Stack Multiplier) | -6 Mood (6 days. 4 Stacks. 0.75 Stack Multiplier) | -6 Mood (6 days. 1 Stack) | -20 Mood (1 day. 1 Stack) | -15 Mood (1 day. 1 Stack) | -3/-5/-7/-8 Mood | No Debuff | -3 Mood (4 days. 5 Stacks) | -5 Mood (7.5 days. 5 Stacks. 0.75 Stack Multiplier) |
Psychopath | Immune to Debuff | Normal Penalty | Immune to Debuff | Immune to Debuff | Normal Penalty | Normal Penalty | Normal Penalty | No Debuff | Immune to Debuff | Immune to Debuff |
Bloodlust | Immune to Debuff | Immune to Debuff | Immune to Debuff | Immune to Debuff | Normal Penalty | Normal Penalty | +3/+5/+7/+8 Mood | No Debuff | Normal Penalty | +4 Mood (stack unknown) |
Cannibal | Immune to Debuff | Normal Penalty | Immune to Debuff | Immune to Debuff | +20 Mood (1 day. 1 Stack) | +15 Mood (1 day. 1 Stack) | +3/+5/+7/+8 Mood | No Debuff | Normal Penalty | Normal Penalty |
Ideoligon
This article relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
With the Ideology DLC, pawns can tolerate - or even enjoy - certain illicit practices. The following precepts are relevant:
- Cannibalism:
- Cannibalism: Acceptable - Negates penalties for butchering humans and human flesh, enjoys eating human flesh
- Cannibalism: Preferred (or greater) - Negates penalties for butchering humans, enjoys eating human flesh and wearing human leather
- Corpses: Don't Care - Negates penalties from seeing corpses, fresh or rotten.
- Organ Use: Acceptable - Negates all penalties from organ harvesting.
- Slavery:
- Slavery: Acceptable - Negates penalties for selling prisoners or using slave labor
- Slavery: Honorable - Mood buffs for selling slaves and enslaving others
Ideoligon Table
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Mood debuffs involving the Ideology DLC needed. |
Cannibalism Precepts | Butchers human | Somebody butchers human (colonywide) | Eats human flesh | Wears human skin clothing | Eats non-human flesh meal |
---|---|---|---|---|---|
Cannibalism: Abhorrent | -12 Mood (6 days.) | -5 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) | -20 Mood (1 day. 1 Stack) | -2/-4/-6/-8 Mood | Immune to Debuff |
Cannibalism: Horrible | -6 Mood (6 days.) | -3 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) | -12 Mood (1 day. 1 Stack) | -2/-3/-5/-6 Mood | Immune to Debuff |
Cannibalism: Disapproved | -3 Mood (6 days.) | -1 Mood (5 days. 5 stacks. 0.75 Stack Multiplier) | -5 Mood (1 day. 1 Stack) | -1/-2/-3/-4 Mood | Immune to Debuff |
Cannibalism: Acceptable | Immune to Debuff | Immune to Debuff | Immune to Debuff | Immune to Debuff | Immune to Debuff |
Cannibalism: Preferred | Immune to Debuff | Immune to Debuff | +2 Mood (1 day. 1 Stack) | +1/+2/+3/+4 Mood | Immune to Debuff |
Cannibalism: Required (Strong) | Immune to Debuff | Immune to Debuff | +4 Mood (1 day. 1 Stack) | +2/+3/+5/+6 Mood | -2 Mood (1 day. 1 Stack) |
Cannibalism: Required (Ravenous) | Immune to Debuff | Immune to Debuff | +6 Mood (1 day. 1 Stack) | +2/+4/+6/+8 Mood | -4 Mood (1 day. 1 Stack) |
Corpse Precepts | Observes Corpse | Observes rotting corpse |
---|---|---|
Corpses: Ugly | -4 Mood (0.5 days. 3 stacks. 0.5 Stack Multiplier) | -6 Mood (0.5 days. 5 stacks. 0.3 stack multiplier |
Corpses: Don't care | Immune to Debuff | Immune to Debuff |
- Organ Use: Acceptable*
- Slavery*
Uses
Humans and their corpses can be used for many valuable services:
Unprocessed Corpses
Animals don't mind eating humans - it isn't canibalism, after all. You may want to leave your pile of raider corpses for your wargs and other carnivores/non-grazing omnivores to eat, which also acts as free corpse disposal. Feeding raiders has no penalty for the colony, except for those who see corpses.
Organ Harvesting
Organ harvesting requires a doctor and 2 units of herbal medicine or better. Organs must be undamaged; diseased organs are not available to harvest. The kidneys, lungs, liver and heart are all options for harvesting, for use in other colonists or selling on the market. You can harvest the following from a healthy pawn until they die:
Harvesting three organs is worth a total of 900 + 1,000 + ( Expression error: Unrecognized punctuation character ",". or 1,200) = 1150 market value.
- If you have a prosthetic heart, which costs 230, you can install it to obtain the more valuable organic heart. Then, you can harvest the liver 1,200, for a total of 1420, which is more efficient if you can craft your own prosthetic hearts.
- If the heart and liver are both unavailable, you may harvest a second kidney or lung for a total of 900.
If unwilling to organ-murder the donor, then you shouldn't remove the heart or the liver, leading to a value of 650. If a prosthetic heart is available, then you'll profit to 920. If the organ "donor" is still alive, they'll receive a -30 mood penalty per organ removed, at 75% stacking, up to 5 times. Expect survivors to break, so check their melee skill accordingly.
Pawns with bionic attachments are much more valuable: the full part may be retrieved and worth its normal value. Prosthetics may also be obtained, but are worth less than bionic parts. Removing a bionic part also doesn't count as organ harvesting[Fact Check].
Their default market value is displayed above. In practice the actual buying/selling price is the market price modified by trading skills/etc., and failing the surgery makes things more expensive.
Mood
Colonists recieve a colony-wide -5 mood debuff from an organ harvest, with each new organ providing a smaller but stacking debuff - up to 5 organs at a time. If a vital organ (one that kills when harvested) is removed, then an additional and seperate -6 mood penalty is recieved for organ murder. Finally, the organ harvester recieves a social penalty. Single organ harvests (say, to replace a lost lung) are manageable, but mass organ farms require a colony filled with special traits, suitable ideoligion, or massive mood buffs to function.
The organ harvester recieves a much heavier debuff (-15 mood), unless they wouldn't care. Cannibals don't like organ harvesting - if it isn't on the plate, it probably isn't ok. Bloodlusted pawns and Psychopaths don't mind, however.
Human butchering
By default, "humanlike corpses" is turned off under the [Details...] tab under [Bills] on a butcher table, to avoid accidental over-enthusiasm. Simply go in and turn click it back on, and get to your dark deeds. Butchering a human produces human meat and human leather.
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 precepts make this significantly easier.
Human Meat
Human meat is nutrition like any other. The meat itself can be used as a last resort, or as a nice mood buff for cannibals. To cannibals, raw flesh is even better than a lavish meal, with a +20 positive moodlet.
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 with no penalties (beyond the initial butchering).
Raw human meat inflicts a massive mood penalty, which may be situationally useful. It can activate inspirations for a tortured artist, and may cause a Crisis of Belief or otherwise make conversion easier.
Human Leather
Human leather, the other by-product of butchering a human, is terrible as a protective textile, but has a high market value. If made into clothing, wearing such items give a mood boost to pawns with the bloodlust or cannibal traits.
Without DLC, creating human armchairs or dusters is the most valuable way to use textiles. If the Royalty DLC is enabled, this role is instead taken by formal vests and corsets.
Market Value
A human corpse provides an average of 92.5 human meat, before missing body parts and difficulty modifiers are taken into account, for a market value of 73.92. This can be cooked into 9.25 simple meals worth 138.75 for 47.5 work, or processed in a biofuel refinery for 46.25, worth 106.37. Fine meals are more valuable if you have the vegetable ingredients for them.
They also provide an average of 50 human leather, worth 210 on its own. It is enough for 5/8ths of a duster; when converted into normal quality dusters, each corpse is worth around 231.25 for 105 work. However, there may be leftover human leather, which is not accounted for.
Therefore, each undamaged butchered corpse is worth 284 in raw resources. If corpses are butchered into bulk, they are worth 370 when converted into simple meals and normal quality dusters. This is before considering corpse damage, sell prices, duster quality...
Mood
Butchering a corpse gives a colony wide -6 debuff. This doesn't stack, so butchering 1 or 100 corpses has the same effect, and butchering 100 corpses is more mood-efficient. This can easily be managed, such as improving a colony's recreation, dining, or bed rooms. Shelves are recommended if you have pawns that don't like seeing corpses on the ground. Seeing dead corpses may be inevitable, which may make things less manageable.
Other than the intial butcher, there isn't a special penalty to using human material. Pawns don't like eating human meat (even in nutrient paste) or human clothes - but they don't mind human meat used for kibble, for instance.
The butcherer recieves a harsher penalty, which does stack with corpse amount. It is recommended that they be a Cannibal, Bloodlusted, or a Psychopath, as all three don't mind butchering at all. Cannibals (and not the other 2 traits) recieve a great mood boost for eating human meat, raw or cooked. Of course, an Ideoligion friendly to cannibalism and/or corpse butcher makes things easy.
Selling Slaves
Slavery in Core RimWorld is the sale of prisoners to other factions. Humans have a base value of 1750. This is reduced and increased by various traits (including skills), reduced by injuries, ailments, and organ loss, and increased directly by their bionics' value. It is a quick way to get decent amounts of money quickly.
The exact variables and their effect is still in need of analysis, but at a certain point harvesting a prisoner for their organs can be significantly more profitable. Selling slaves incurs a smaller mood decrease, but can also be stacked and lasts longer. Butchering the resulting corpse from an organ death for leather and meat can increase the profit, at the cost of another mood debuff. Debuffs from slavery, organ harvesting, and butchering all stack, so it becomes very dangerous unless your colony is filled with psychopaths/cannibals or has an Ideoligion that negates them.
Mood
Pawns will suffer a mood penalty of -3, stacking up to -15 for 4 days once slaves are sold. In Core RimWorld, only Psychopaths are immune to slavery debuffs. An ideoligion that supports slavery is a different story. Other pawns will have a significant negative opinion of whoever sells the slaves.
Selling slaves in small amounts - 1 or 2 slaves every 4 days - provides a small and easily managable mood debuff. You can improve their rooms, temporarily use drugs or lavish meals, or simply tanking the mood if the colony is happy otherwise. However, Slavers only appear occassionally and stay around for 1-2 days, which makes selling slowly difficult without a nearby faction base.
Alternatively, as the penalty caps out at a stack of 5, selling more than 5 prisoners does not increase the debuff further. Thus, selling in a single burst can be more efficient so long as the larger debuff can be withstood. Timing the sale with the occurance of a wedding or party for example can help. Slaves can be stored in cryptosleep caskets to eliminate their upkeep cost while waiting to sell them. Note that prisoners must generally be anaesthetized to do so, and after removing them from the casket they will take some time to both wake up and fully recover which can affect both whether they can be sold and their price. Plan ahead to give them time to recover before their time of sale.
Slaves (Ideology DLC)
With Ideology, 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.
Slaves provide a variable mood increase or decrease, depeding on Ideoligion. In exchange, they are potentially worth infinite value, so long as you can keep them fed and suppressed.