User:Hordes/Prisoner
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Prisoners are people who have been taken captive. This usually includes raiders, but colonists can be imprisoned too.
Summary
Prisoners are ordinary pawns. They have no Recreation or Outdoors need, but all other needs and most moodlets apply to them, including 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, outside of a prison break. Inside your colony, they will try to leave if there is an opening, such as a hole in the wall or a held open door, including if it is open because of an item inside.
Prisoners will wear the most comfortable clothing placed in their cell, and eat the best food (for mood) available to them. Otherwise, wardens will bring the best possible food to them.[??] A prisoner's medical defaults can be adjusted in their Health tab.
Colonists assigned to Warden can interact with a prisoner in multiple different ways, including recruitment. Colonists assigned to either Warden or Doctoring can feed a prisoner in medical rest. See #Interaction for more details.
Unwaiveringly loyal
Unwaiveringly loyal prisoners are unable to be recruited to your colony. They do not have a resistance stat. In addition, they are unable to be converted to a different ideoligion. They are otherwise the same as regular prisoners, including becoming a slave.
Unwaivering loyalty can be disabled in the storyteller settings.
Caravans
Prisoners can be loaded into a caravan. If they can walk, they can carry 35 kg worth of items, like your colonists. When inside a caravan, the prisoner will never try and escape unless its part of a mental break.
If the caravan enters a loaded map (such as an ambush), the prisoner will wander around idily, and may walk into the crossfire. Enemies will also target prisoners if their factions are enemies.
Capturing prisoners
In order to capture any prisoner, you need a valid prison, which is enclosed and has an open bed or sleeping spot (See #Prisons below).
The gameplay steps required to capture a pawn depends on their state:
- Downed pawns can be captured with 100% success, without drafting a pawn. Select a colonist, and right click the future prisoner.
- Raiders, berserk pawns, and former prisoners in a prison break are unable to be captured directly. They must first be downed. Raiders in particular have a chance to die whenever they are downed from pain.
- To arrest a colonist, guest, ally, or slave, you need to draft a colonist and select the target to capture. The colonist will then walk up to the target and attempt a capture. The chance of success depends on their Social skill. If it fails, the target will go berserk. Colonists can be captured even during a mental break, except for berserk. This immediately ends the mental break, unless it is run wild.
If you attempt to capture a pawn from a neutral or allied faction, the faction will immediately turn hostile. This includes transport pod crashes, if they happen to be part of a friendly faction.
Prisons
Creation
A prison must be desiginated in a fully enclosed room, closed off with 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 of out the map if an opening exists.
In order to actually form a prison, at least 1 bed or sleeping spot must be placed. Selecting the bed allows you to "Set for Prisoners". Colonists and slaves may not share the same room as a prisoner; when 1 bed is set to prisoners, all beds will be converted to prison beds. The beds will turn orange to signify this, and the whole room gains an orange outline when selected. In order to actually capture a prisoner, there must be an open sleeping area for them to stay.
General
A prison is called a prison cell if there is 1 bed available, or a prison barracks if there are multiple beds. A prison is otherwise treated as a bed room or barracks, including mood impacts for its Impressiveness.
Prisoners can only use items that are in their cell. Food, beds, and nutrient paste 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.
Analysis
Firstly, make sure that your prison is hospitable. Regulate the temperature, or give prisoners sufficiently insulating clothing, such as tribalwear. Make sure that food gets to a prisoner (either via storage zone or wardens).
If you want to increase prisoner mood, you can do the following:
- Give prisoners seperate rooms, preferably one that isn't cramped.
- Give a prisoners a source of light, a table and chair, and a decent bed
- Increase the impressiveness of a room with sculptures, stone tiles, etc.
Increasing mood makes prisoners easier to recruit and makes them less likely to go berserk.
If you want to change the target's ideoligion, then instead make the prisoner upset. Lower mood reduces certainty gain, and may cause a Crisis of Belief.
Interaction
Players can assign wardens to do the following tasks:
- 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/slaves 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:
- Enslave - Reduces the prisoner's will, then forces them into slavery.
- Reduce will - Reduces the prisoner's will, does not enslave them.
- Convert - Attempts to convert the prisoner into a warden's ideoligion.
- Bloodfeed - Sanguophages and other pawns with the Bloodfeeder gene will drink the prisoner's blood.
- Hemogen Farm - Doctors will automatically extract hemogen packs from the prisoner.
Resistance
Prisoners start with resistance, or unwillingness to join the colony. This must be lowered to 0 for recruitment attempts to begin. Unwaiveringly loyal prisoners do not have a resistance stat, and can't be recruited.
Under the Recruit or Reduce Resistance orders, wardens will attempt to lower the resistance. How much is reduced depends on a prisoner's mood, the warden's Negotiation Ability, and the prisoner's opinion of the warden. Wardens with more Social skill have a greater Negotiation Ability. There is a delay between each conversation.
Once resistance hits 0, wardens will try to convince the prisoner to join the colony, with a chance to succeed, depending on each prisoner's recruitment difficulty percentage, their current mood, faction, how many colonists you currently have, as well as your storyteller. If the prisoner is assigned to Reduce Resistance, then wardens will continue to converse without actually recruiting.
For exact mechanics on recuitment, see #Recruitment.
Will
Enslave and Reduce Will work analagously to Recruit and Reduce Resistance, except that the end result is that the prisoner becomes a slave. A prisoner starts with much less will than they do resistance.
Release
Wardens will take the prisoner outside your colony, and free the prisoner. "Outside the colony" means beyond your outermost line of connected walls, so it could be just out the door, or across most of the map if your defenses stretch that far.
Releasing a prisoner of another faction will give a goodwill boost of +12. In order to count towards goodwill, the prisoner must successfully leave the map healthy, with any wounds tended to. Prisoners that can't walk can't be released. Pirates and fierce tribes do not interact with goodwill, so releasing them has no effect.
Releasing a colonist will have them rejoin your colony.
Execute
Wardens will cut a prisoner's neck immediately, killing them without fail.
Executing guilty prisoners - those who have harmed the colony in 24 hours - give a −2 moodlet to non-Psychopath colonists. Executing a non-guilty prisoner increases the penalty to −5.
Colonists following an ideoligion with the precept Execution: Respected if Guilty instead gain a +3 moodlet for executing a guilty prisoner, with the executioner gaining +10 mood instead. The precept Execution: Required gains the same moodlets (but shorter) for executing anyone. If execution is desired, then it also gives development points for a fluid ideoligion.
This is a different action from the Prisoner execution ritual.
Convert
This section relates to content added by Ideology (DLC). Please note that it will not be present without the DLC enabled. |
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
This section relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
Bloodfeed
Pawns with the Bloodfeeder gene will automatically drink the blood from a prisoner, directly. This happens when a bloodfeeder is below their desired Hemogen and if the bloodfeeding would not kill the prisoner.
Hemogen Farm
Automatically orders the operation extract hemogen pack when a prisoner's blood loss level reaches 0. In addition to creating drinkable hemogen, it also trains the surgeon's Medical skill.
Other
- Prisoners can be escorted by a warden to a prisoner bed. Prisoners can be escorted to a prisoner medical bed, if needed, without a risk of escape.
- Prisoners can initiate social fights, both with colonists and other prisoners. Social fights with wardens are unlikely, as recruitment conversations will never decrease opinion.
- Prisoners can be given any number of medical operations. This includes injecting drugs, installing artificial body parts, organ harvesting, and more.
- Prisoners are valid targets for a gene extractor, subcore softscanner, or subcore ripscanner.
- If a prisoner dies, the mood penalty depends on their cause of death. "Intentional" means, like violent combat, count as an execution.
Prison break
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In addition to prisoners being able to leave if there's an opening, prisoners have a small chance to actively break out and escape. This is affected by the following factors:
- Number of doors in their cell
- Prisoner Moving stat
- Prisoner mood[Verify]
- Genes relating to aggression
- More prisoners. Events are rolled per prisoner, meaning that the more prisoners you have, the greater the chance of a prison break happening.
During a prison break, prisoners are able to open all doors. They will attempt to equip and use weapons and weapon-like utility items such as orbital bombardment targeter. All prisoners in that cell or barracks are affected. Prisoners from different cells may also join in, or choose not to do so.
To fight escaping prisoners with less risk of killing them, use blunt weaponry, unarmed melee. Place your exits away from the map edge and keep as few doors as you need. Put weapons away from your prisoners, and watch out for downed fighters dropping their own wepaons.
Recruitment
Starting resistance
Each prisoner has their own recruitment difficulty:
- The maximum difficulty is 99%, while the minimum is 10%. The average is 50% with a standard deviation of 15%.
- For each level of technology between your faction and the enemy's, the difficulty is increased by 16%. New Tribe have a harder time recruiting outlanders, for instance.
- The storyteller will change the recruitment difficulty of prisoners depending on your existing population.
A prisoner's base resistance depends on their difficulty. At 10% difficulty, prisoners have no starting resistance. At 50%, they have 15. At 90%, they have 25. At 100%, they have 50.
This is multiplied by the storyteller's 'population intent' factor- the greater your population, the less the storyteller will want you to have an increase in population, and hence the higher the starting resistance. At -1 intent, the resistance is multiplied by 2. At 0, the resistance is multiplied by 1.5. At 1, the resistance is multiplied by 1. At 2, the resistance is multiplied by 0.8.
Finally, the resistance is multiplied by a random factor between 0.8 and 1.2.
Resistance reduction
A warden will reduce a base of 1.0 resistance per conversation. This is multiplied by:
Prisoner's opinion of the warden:
- At -100 opinion, the resistance reduction factor is 50%.
- At 0 opinion, the resistance reduction factor is 100%.
- At 100 opinion, the resistance reduction factor is 150%.
Prisoner mood:
- At 0% current mood, the resistance reduction factor is 20%.
- At 50% mood, the resistance reduction factor is 100%.
- At 100% mood, the resistance reduction factor is 150%.
Negotiation Ability:
- See Negotiation Ability.
Word of Trust
In addition, the psycast Word of Trust will reduce resistance. It reduces resistance by 20, multiplied directly by the prisoner's Psychic Sensitivity (and no other factors).
Tips
Prisoner supression
Whenever they are berserk, under a prison break, or just escaping, sometimes you will need to subdue a prisoner. Prisoners will fight other prisoners, then will punch the weakest area (usually a door) to escape.
If you need to keep the prisoner alive, it is best to use melee - either with a blunt weapon, or just bashing with a gun. Several unskilled pawns work better than 1 skilled one. For berserkers, you can have a skilled Construction pawn constantly repair the door. This trains Construction, but is labor intensive.
Unwanted prisoners
Enemies who have fallen in battle may not always be worth capturing in the first place. For example, a hostile with a shattered spine will require a bionic spine to replace, which may not be worth it. Unwaivering prisoners simply can't be recruited normally, and fall under the same boat.
There are several ways to dispose of these prisoners:
- Release: Colonists will not become upset if a prisoner is released, and it may increase [[goodwill] by a small amount.
- Expendables: This is not exactly "getting rid of them", as much as making best (and ultimately temporary) use of them. Recruit/enslave them, and send them out for a long caravan that you wouldn't expend another colonist for. You can set them on a trading expedition, or scout a base/map. Or, you can use them as a meatshield. A "colonist" dying still gives a negative moodlet (-3, same as incidential death or non-guilty euthenasia), which is affected by opinion. Cut off their tongue to prevent social interaction from happening.
- Euthenasia: Execute in a more humane fashion by neck cut. This costs 1x herbal medicine (or better) and trains Medical experience. An 'innocent' prisoner execution is less upseting than an execution.
- Execution: Execute a prisoner in a raw manner. Those with an ideoligion favoring execution will enjoy it, and it is a very easy way to gain development points. Minor mood penalty otherwise, if the prisoner was guilty.
- Human resources: Use prisoners for their parts. Artifical limbs can be removed without penalty.
- Organ harvesting: A kidney and lung can be harvested without death, and a heart or liver can be taken. Unless Organ Use is acceptable by ideoligion, this comes with a -6 mood penalty for the colony.
- Used for gene extractor or subcore ripscanner, the latter of which is fatal.
- Selling: Prisoners can be sold for money at a faction base or slaver, or exchanged for honor from a royal tribute collector. Each sold prisoner gives -3 mood.
Version history
- 0.8.657 - You can now release prisoners. This gains you goodwill from their faction.
- 0.13.1135 - Prison breaks added.
- 1.1.2570 - Escaping prisoners are no longer able to equip bladelinked 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.