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and randy random may as well be two face.
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
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.
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.
Refugees are pretty helpful in general, researchers, haulers, firepower, etc is always needed.
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.
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.
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.