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
So even if you don't intend to recruit a prisoner you can use them to level your warden's speech stat.
I do it at times before releasing them, just to level it up for better trade prices (I try to keep a couple pawns with high speech so if one is sick/wounded the others can do it)
In the Alpha versions of Rimworld, there wasn't any resistance; prisoners just had a fairly static recruitment chance, and your pawns would start trying to recruit them immediately, but at a significantly lower chance of success than the average nowadays.
But in Beta 19, this got changed to the current resistance + recruitment chance system, where first you break the resistance, then start recruitment attempts. However, folks wanted a way to train social, so they would capture prisoners they didn't actually want to recruit, break their resistance, then let them go, to be replaced with new prisoners.
However, this process was micro-heavy and folks would forget, and they'd end up with a pyromaniac drug addict with brain scars "joining" their colony. So the Reduce Resistance option was added as a way to automate the process. It isn't any faster than regular recruitment: all it does is allow your pawn to practice social without accidentally recruiting undesirable pawns.