RimWorld

RimWorld

ambi Nov 15, 2020 @ 11:07am
do you take in refugees?
so i've taken in refugees five times. three times resulted in a betrayal, and two times the refugees left and "promised" to help later in the future.

out of those five times that i helped refugees, only one individual chose to join me.

i'm not sure if it's just bad luck or if i need to do more to get refugees to join me. do i need to make their mood as high as possible or something?
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Xilo The Odd Nov 15, 2020 @ 11:09am 
yeah a high mood when they leave probably helps, but its always going to be up to the director if they ultimately join or betray you.

and randy random may as well be two face.
MortVent Nov 15, 2020 @ 11:16am 
I do, but usually have things in place to counter betrayal (it's amazing how a couple combat pets, turrets, etc help when they attack you)

Plus I make sure the number is low enough that my colonists can handle the threat if they turn hostile easily... though had it happen mid battle

I've also used them as fodder for raiding an ancient danger :steamhappy:
ROE Nov 15, 2020 @ 3:11pm 
Nope.

I cherry pick my colonists by traits and skill.

Plus, I usually can't handle the extra mouths to feed, or don't want to take the chance.
ichifish Nov 15, 2020 @ 3:35pm 
I've had taken the quest three times. Once we were betrayed, but the betrayal came immediately after one of the refugees died as a result of a hunting accident, so that might have triggered it. The second time the refugee got captured in a raid, and the third time he exited the map with a pretty good mood, so we'll see if that pays off.

I like taking them when I can simply because they shake things up. I've been playing with themed colonies and/or low numbers, and so far none of the pawns have been worthy of recruitment.

I'm curious to know if the "possible reward" pays out. I like that NPCs persist in the world and wish they would make more appearances.
Dire Nov 15, 2020 @ 3:57pm 
I always accept the quest. I immediately accept them into the colony and force them to drop their weapons. If they were to betray me, all they have is their weak fist against my guns and monosword.

Refugees are pretty helpful in general, researchers, haulers, firepower, etc is always needed.
Hykal Nov 15, 2020 @ 4:07pm 
Yes. They not only provide a chance to backstab you (which is always fun), but also makes you change tactics in production.

First time I took them in, I didn't realise how quickly they were eating my food, which makes prioritise to make more food and more farms.

Just give them tribalwear, no weapons and you're good to go.
apud.harald Nov 15, 2020 @ 7:46pm 
When you take refugees in, check their quest status regularly.
The ones that are going to backstab you do not have a timer displayed in their quest stating when they leave! Thus, you can get them before they get you.

Ever locked pawns in a geyserhouse? ;)

!!Once we were betrayed, but the betrayal came immediately after one of the refugees died as a result of a hunting accident, so that might have triggered it.
Check your message history. If this was the case, there will be a logged message to that effect.

!!I'm curious to know if the "possible reward" pays out
A typical reward is a bunch of resources[gold, plasteel, uranium] ( amount linked to base value, I think ) arriving by pod .

!!I like that NPCs persist in the world and wish they would make more appearances.
Tip: tag your refugees for suitability ( Yes/No/Maybe ) because rescue quests involving one of your former guests are not unheard of. Spending a week in the boonies only to find that the bloke you are rescuing was the pyromaniac with a wakeup addiction is a bit of a bummer.
literally Nov 15, 2020 @ 8:20pm 
So some refugee leaves my base and they pomised me to help someday, after 1 year later, a message appear that the refugee is now in a good place and sent me a gift, and its a masterwork charge rifle, so the refugee thing is always good.
Xilo The Odd Nov 15, 2020 @ 9:30pm 
Originally posted by Dire:
I always accept the quest. I immediately accept them into the colony and force them to drop their weapons. If they were to betray me, all they have is their weak fist against my guns and monosword.

Refugees are pretty helpful in general, researchers, haulers, firepower, etc is always needed.
ooo i'll have to remember that. at the worst i can use them as a mortar crew in big fights. or equip them with personal shields and use them as distracting targets.
BurlsoL Nov 15, 2020 @ 11:36pm 
Make use of allowed zones. Can setup a small barracks and work area to keep that colonist useful while keeping them away from anything critical. After a few days you can have them work in the colony proper if they don't try to sabotage you.

Can always just have someone with melee skill just beat them up and put them in prison for that time as well. Although this makes them less useful, it does allow them to build some relations with colonists before being added and give your warden some social practice.
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Date Posted: Nov 15, 2020 @ 11:07am
Posts: 10