Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Are you asking "Is 10 days to recruit normal?" - If so, it can be. A lot of factors play into recruitment. Skill, resistance, cell quality, general mood, and probably some other things I am missing. Being caught on the 6th day and also claiming to be new, I cant imagine you have a fancy cell or high quality food/clothes/beds.
Still though, I am unsure what you are asking as "There has been a second prisoner since day 14?" isnt really a question.
Yes, but it's automatic. If you select recruit your colonist will first reduce resistance then attempt to recruit once resistance is 0. If you select just reduce resistance, then your colonist will reduce it to 0 then stop talking to the prisoner at all. That option only exists as an attempt to allow skill training on prisoners you don't want, as your colonist gains social exp while reducing resistance.
The largest factor for recruitment time is the prisoner recruitment difficulty which is listed on their prisoner panel, depending on the type of prisoner and the stage of the game that can be anywhere from like 30% to 99%. At 30-50% 10 days is pretty slow, you probably don't have a good prison and/or social pawn, or just had really bad luck. At 99% expect it to take up to a year or more to recruit without inspirations, even with optimal prisoner care, but again it's very RNG.
Tiny 2x2 room with a sleeping spot, a pawn with 50.0 resistance could take one or two seasons to finally break, and there's the higher possibility that they could suffer mental breaks or attempt breakouts, which often -sets back- progress made a bit. The guy's maybe losing 0.8 per chat with the warden ('low mood').
Large 10x10 room, with paste dispenser, dining facilities, maybe a TV... now the guy's losing 2.2 per chat with the warden (around the highest I've seen at 20 with extra traits like Pretty, etc).
Also note that 9 social skill isn't very high. It goes all the way up to 20.