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Ok. I'm being silly here but you seem impatient. What time period are you in atm?
Raiders will come when you are new (3 people is new). Just have to be ready (i.e. spare room for prisoner, spare food, etc). If you want to be really ready, ensure prisoner room has table and chair, basic art (enough not to be ugly, neutral is fine) and tribalwear placed inside. Good luck.
The biggest are capturing downed raiders and capturing/rescuing drop pod people and recruiting them.
You can buy (and sell) colonist to slavers but I've found they don't actually show up all that often.
You can get colonist from quests. Where either they come to you fleeing or they are held captive somewhere and ask you to go rescue them.
When it comes to changing recruiters, DO NOT do this if posibble. Because prisoners will get less resistance decreased from people they don't have good relationships with. Your recruiters will gain relationship with a prisoner. At start, a prisoner will have "-25 relationship" with every colonist (this relationship debuff will be gone when recruited) for the reason "Holding me prisoner". If you change your recruiter to someone who doesn't have any relationships with a prisoner, this will slow resistance reducing period by 2 or 3 extra days.
Try to feed your prisoners with Drugs if you can't take care of their moods (don't administer them drugs if they're teetolers, they will get a mood debuff for it.).
I usually make the prison cells at least as good as my regular bedrooms, and add Large Sculptures for extra room Beauty (and a better mood boost, for faster recruiting).
There's nothing wrong with putting the captured raiders in small wooden rooms; and if you set those beds as Medical prisoner beds (or the equivalent in Sleeping Spots - you don't even need to make beds if resources are scarce!), then your colonists can always move them over to non-medical Prisoner beds later. :-)
In other words, for OP when starting out (3 person colony), don't waste resource on making a cell pretty. Resources are reserved for the base itself (prison cell can be "neutral").
On happy prisoners, yes, I agree. But marble flooring and all that is too costly for a prison cell which is hardly used. The rest of my base is good, but not INSIDE the prison. That's just a waste of resource.
Some pix to show these points:
1. Picture One - Picture of my current prison setup (it's only 3x3).
Prisoners inside the cell still gets a mood boost from my base. It is more than +3 for decent dining room if your base (not prison cell) is good. I have a +10 for luxuriantly comfortable and another +10 for beautiful environment. So, that's +20 for a good base setup.
https://steamcommunity.com/sharedfiles/filedetails/?id=2032952795
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2. Picture Two - Picture of my last prisoner in this very cell being "converted". So, you can see the numbers. Cramped reduction is negative, -5, but good base PLUS good food (lavish meal) is +32(20+12). So, prison cell being cramped is almost irrelevant because the nett is still +27. (Naked debuff goes away once prisoner can move).
https://steamcommunity.com/sharedfiles/filedetails/?id=2032962917
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3. Picture Three - Finally, the base dining room/recreation room. It gives a huge boost (+20) for prisoners and pawns alike. For my colonists living on this base and the state of their mood, as this picture shows, disregards a cramped prison (the little 3x3). In short, prisoners inside the cell takes a mood boost from the base itself if you place cell strategically within a good base (note: I don't have tiled floors in the recreation and dining room, not even cheap sandstones. Too much effort wasted with constant cleaning. ).
https://steamcommunity.com/sharedfiles/filedetails/?id=2032955924
In short, prison cells can be cramped. Just not the base. Real estate is expensive on my base, lol.