RimWorld

RimWorld

Elementium Dec 10, 2017 @ 2:31pm
Relation between Pawns
My problem: Pawns reation decrease over time when I get too many people/a too "big" base. Sometime some couple are on the edge of break and in order to avoid negative mood debuf I send them in "vacation" near by thank to camp mod.

Confirm me, does number of pawn an influence over this ?

And there is a better way to solve this issue or mod for that problem or if I should send some colonist settle my 2nd base asap ? I know there is psychology mod, I need to fully test it, but also I want the ideas of the community.
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Showing 1-15 of 52 comments
Janz Dec 10, 2017 @ 3:07pm 
psychology mod is amazing
but i dont think it will ease your burden

not sure its big enough but i got a colony with 3 males and 9 females and theres a fat female whom keeps hitting the only single guy in the group. morale is going down quite fast, because Adamus keeps rejecting Lucky advances
Stormsong Dec 10, 2017 @ 3:46pm 
First, to answer you, no. At least, not directly. The nuance is something I've explained below. It's why your sending people away works as a solution of sorts.

I think the issue you're running into is one with the "expectations" moodlet. It's something even now I find myself accidently ignoring, it feels like a constant. A thing that's there just because, thing is, that's not always so. It decreases in direct relation to your wealth in that map, that is to say it's counted on a per map basis. It is a very powerful buff. It starts at +25 and goes down from there as you get rolling. Eventually (~300k wealth on a map) it disappears entirely, it is then completely on you to keep folks happy. The last crutch is gone as it were. Once its gone, every little thing will seem like it causes people to freak, but this is because they're back to neutral when things are going "well enough." No longer will they be content when there's dirt on the floor or you're missing the little things. Their lowered expectations is why they were okay with all that.

After ~300k, you have to start putting in some concerted effort into getting people constantly happy (if you haven't already been working at it)
Last edited by Stormsong; Dec 10, 2017 @ 3:46pm
Elementium Dec 11, 2017 @ 2:07am 
Originally posted by Stormsong the Fallen:
First, to answer you, no. At least, not directly. The nuance is something I've explained below. It's why your sending people away works as a solution of sorts.

I think the issue you're running into is one with the "expectations" moodlet. It's something even now I find myself accidently ignoring, it feels like a constant. A thing that's there just because, thing is, that's not always so. It decreases in direct relation to your wealth in that map, that is to say it's counted on a per map basis. It is a very powerful buff. It starts at +25 and goes down from there as you get rolling. Eventually (~300k wealth on a map) it disappears entirely, it is then completely on you to keep folks happy. The last crutch is gone as it were. Once its gone, every little thing will seem like it causes people to freak, but this is because they're back to neutral when things are going "well enough." No longer will they be content when there's dirt on the floor or you're missing the little things. Their lowered expectations is why they were okay with all that.

After ~300k, you have to start putting in some concerted effort into getting people constantly happy (if you haven't already been working at it)

For the expection buff removed since some years now I've a Dinner/Rec room nearby of the sleep area at the 'unbelievable impressive' state, it's almost enough to counter it, also Fine meal are mass produced (even if sometime they eat so far away from the base that they have only the fine meal bonus that counter only the eat without table).

But well yes yes I just provide my guy stuff they can expect since they live in a wealthy colony, if their is psychic drone or I doing my darkest buisness (organs prisonners), minor issue start to appear. Sickness can be a minor issue to for the few day ther is someone sick. Yes I know my colony won't die from it, but I want to do better now :p

I've noticed this problem since a16, but I really care since a17, but now I want additionnal ideas for this ^^
Jigain Dec 11, 2017 @ 2:16am 
One of the tips I've learned that makes the biggest difference in pawn happiness is to use the schedule efficiently. And by that I don't mean to just assign the night owl to sleep during the day, but rather to assign everyone (sans night owls, obviously) to go to bed at the same time, which makes them wake up roughly at the same time and eat breakfast around the same time, which means they'll socialize and gain a mood boost. Then assign 1-2 hours of Joy, so anyone without a full Joy bar will fill it up and be more happy for the rest of the day, with the added bonus of doing it at the same time as everyone else so they get another bonus for socializing.

Ever since I started setting everyone's schedule to 2 hours of sleep, 6 hours of anything, 2 hours of joy, 14 hours of anything, I very, VERY rarely have problems with unhappy colonists.
corisai Dec 11, 2017 @ 2:20am 
Originally posted by R0ykss:
not sure its big enough but i got a colony with 3 males and 9 females and theres a fat female whom keeps hitting the only single guy in the group. morale is going down quite fast, because Adamus keeps rejecting Lucky advances

It's one of reason to have shift mechanics and area restriction mechanic. Simply isolate too abrasive pawns and force them work in solitude.

Originally posted by Soketsu:
or I doing my darkest buisness (organs prisonners)

Weddings are made for organ harvesting ^_^
Last edited by corisai; Dec 11, 2017 @ 2:22am
ministrog Dec 11, 2017 @ 3:54am 
Hmm, not sure if you're OP was answered. Mood is important for a healthy colony, since happy pawns won't break and start smacking others. Getting hit by someone will affect their relationship with a -15. As Jigain has pointed out, setting up a good schedule for EVERYONE so they get a chance to socialise is good. The ones with red (negative) relationship will just spiral futher until they reach -100.

That's for a general case for every pawn's relationships. For engaged/married pawns, they'll have amazing relations for awhile, but they don't necesarily go down for reasons you might think. It's not directly related to the number of pawns in a colony but to certain pawns. Running in the background is an invisible stat that you can see in dev mode. The concept is that people in real life and in Rimworld are attracted or repelled from each other in a static way. Pawns could be extremely compatible right from the start when the game generates them (compatibility of 1 or vice-versa with a score of 0).

What happens more often than not is that a new colonist gets recruited and the compatibilty score is higher than one of the pawns in the marriage/engagement. There's a few clues to predict but it's usually very subtle like what you, thankfully, noticed in this threads OP example. The relationship score goes down, and some other pawn of the opposite sex goes from aquaintance to good friends or whatever. If you leave them be, devorces/breakup happen and, heh, you really don't want that.
Last edited by ministrog; Dec 11, 2017 @ 3:56am
Elementium Dec 11, 2017 @ 4:25am 
Originally posted by Jigain:
One of the tips I've learned that makes the biggest difference in pawn happiness is to use the schedule efficiently. And by that I don't mean to just assign the night owl to sleep during the day, but rather to assign everyone (sans night owls, obviously) to go to bed at the same time, which makes them wake up roughly at the same time and eat breakfast around the same time, which means they'll socialize and gain a mood boost. Then assign 1-2 hours of Joy, so anyone without a full Joy bar will fill it up and be more happy for the rest of the day, with the added bonus of doing it at the same time as everyone else so they get another bonus for socializing.

Ever since I started setting everyone's schedule to 2 hours of sleep, 6 hours of anything, 2 hours of joy, 14 hours of anything, I very, VERY rarely have problems with unhappy colonists.

Already using this tool, at least in order to refresh the bonus from the rec and dinner room.
My problem right now is with is to force couple to interract a little more often, with the fact there is 30 people here. I now I could settle my 2 nd colony but I want 1st to fully secure my 1st one (after all it's a forteress).

I know that at my point it won't kill my faction but I want to make it better than the 2 previous update.



Originally posted by Schrödinger:
Hmm, not sure if you're OP was answered. Mood is important for a healthy colony, since happy pawns won't break and start smacking others. Getting hit by someone will affect their relationship with a -15. As Jigain has pointed out, setting up a good schedule for EVERYONE so they get a chance to socialise is good. The ones with red (negative) relationship will just spiral futher until they reach -100.

That's for a general case for every pawn's relationships. For engaged/married pawns, they'll have amazing relations for awhile, but they don't necesarily go down for reasons you might think. It's not directly related to the number of pawns in a colony but to certain pawns. Running in the background is an invisible stat that you can see in dev mode. The concept is that people in real life and in Rimworld are attracted or repelled from each other in a static way. Pawns could be extremely compatible right from the start when the game generates them (compatibility of 1 or vice-versa with a score of 0).

What happens more often than not is that a new colonist gets recruited and the compatibilty score is higher than one of the pawns in the marriage/engagement. There's a few clues to predict but it's usually very subtle like what you, thankfully, noticed in this threads OP example. The relationship score goes down, and some other pawn of the opposite sex goes from aquaintance to good friends or whatever. If you leave them be, devorces/breakup happen and, heh, you really don't want that.

Ok ok :) that something I didn't know, so my most durable solution (without banning my people) will be my 2nd colony in order split my guys in order to avoid this. I think I already know how I will doing it :)
Astasia Dec 11, 2017 @ 5:28am 
How I deal with the problem is to roll all beautiful starter pawns, and only let pretty or better in the colony unless their other traits are amazing. Ugly pawns are never allowed in, for any reason. This gives everyone a solid base relationship score so even when your colony is busy and people aren't interacting as much, they still stay on good terms. Fights are rare, couples almost never break up, and lovin happens constantly which brings mood and relations up even more (beautiful pawns have a drastically higher chance to get some lovin every night). Just watch out for facial injuries, which instantly removes beautiful and replaces it with disfigured.
Mytheos Dec 11, 2017 @ 5:34am 
@OP

I'm slightly confused...it sounds like you have relationships that arent being maintained and are breaking down.

That is just caused by their interaction or lack there of...

Sure there can be cases of more compatible mates being recruited, but in general if you have a relationship and you want it to continue...you focus on two things:


You separate rivals into different work shifts. ( You want 2 different shifts so you can keep people you want together on the same shift, and separate people that hate each other or are rival mates )

You make the couple come into contact with each other often while they work or socialize.


For example to increase contact, if one is your cook you could have the other do stone cutting, art, craft etc in the kitchen so they work together and are often in contact.

Have them eat in the dinning room together, and do joy in the same room...that will also add social interactions.
Last edited by Mytheos; Dec 11, 2017 @ 5:36am
corisai Dec 11, 2017 @ 5:35am 
Originally posted by Astasia:
How I deal with the problem is to roll all beautiful starter pawns, and only let pretty or better in the colony unless their other traits are amazing.

Your luck should be insane.

I rarely even see pretty/beautiful pawn among raiders (and I usually check every of them). Something like 1-2 times per year and I still never (almost) saw acceptable pretty+ pawns (gay? nah. slothful? nah! pyro? not in my shift!).
Mytheos Dec 11, 2017 @ 5:38am 
Originally posted by corisai:
Originally posted by Astasia:
How I deal with the problem is to roll all beautiful starter pawns, and only let pretty or better in the colony unless their other traits are amazing.

Your luck should be insane.

I rarely even see pretty/beautiful pawn among raiders (and I usually check every of them). Something like 1-2 times per year and I still never (almost) saw acceptable pretty+ pawns (gay? nah. slothful? nah! pyro? not in my shift!).


Yeah if I had must be pretty added into my list of deal breakers, I'd be 10 years in before hitting 7 people.

Astasia Dec 11, 2017 @ 5:45am 
I should mention I play with 5 trait slots, so getting specific traits isn't as rare. I do tend to expand slowly though, and most of my games I don't go above 10-12 pawns as going above that makes each pawn feel too unimportant to me (I use robots/droids/animals for hauling).
corisai Dec 11, 2017 @ 6:30am 
Originally posted by Astasia:
I should mention I play with 5 trait slots, so getting specific traits isn't as rare.

Originally posted by Astasia:
(I use robots/droids/animals for hauling).

And that's should be mention before giving such advices. :steamsad:

Because if someone will try to follow them without 5-slots and additional "pawns" for hauling from mods - they will be doomed ^_^ :steamhappy:

Can't imagine madness that can be created with 5 traits and all advanced bionic goodness from EPOE. With at least Industrious + Hard worker + Jogger & all EPOE buffs .... Nah, that Superhuman is beyond my imagination... Seems like I get new challenge, huh.
Last edited by corisai; Dec 11, 2017 @ 6:30am
Astasia Dec 11, 2017 @ 6:44am 
Well I used to do canibal runs before scenarios and forced traits, where I would only accept canibals into the colony, and that wasn't too bad and it's the rarest trait in the game. Looking for pretty or beautiful with only 3 trait slots is fairly easy I think, I just made it a tad easier.

Industrious + Very Neurotic + Beautiful used to be my main combo. You don't need 5 trait slots for absurd workspeeds (you can't get hardworker and industrious together, they conflict).
Mytheos Dec 11, 2017 @ 6:58am 
Originally posted by Astasia:
I should mention I play with 5 trait slots, so getting specific traits isn't as rare. I do tend to expand slowly though, and most of my games I don't go above 10-12 pawns as going above that makes each pawn feel too unimportant to me (I use robots/droids/animals for hauling).


Yeah you should...

Its a terrible idea to give advice based on mods you use that wouldnt be relevant to a vanilla player...
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Date Posted: Dec 10, 2017 @ 2:31pm
Posts: 52