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Edit: Yes, you technically save that slave from the slaver. However, from an economic point of view, as long as people buy slaves, said slaver will go on procuring slaves, so either way there is no obvious right or wrong choice.
When you buy a slave you are freeing them. They get a +15 "Freed from Slavery" mood buff for 20 days. You wont have the option to buy slaves at higher populations though.
Realistically you probably wont get above 8-10 colonists if you refuse to recruit, if you are lucky with Randy you might be able to get up to 12-13 during an extended game. That's "fine." There's no pressure to make a very high population colony, you don't "have" to go above 10-12 pop, around 8 or so I find is enough to do whatever I want especially once they have bionics.
If you want to hit 20+ reasonably, yes you will have to recruit, or find a mod that allows you to get colonists some other way.
You say "brainwash," but it's not, it's recruitment. You are convincing people that what your colony offers them is better than the alternative. You can actually check the log to see what your colonists discuss with them. If you want to paint it as something evil or immoral like brainwashing, you can RP that, it's your choice, but that's not what it's meant to be. You have people born into or drawn into the raider life style, they don't know any better, and you are educating them on principles they might be unfamiliar with and explaining what safety and stability is, instead of shooting them in head while they lie on the ground bleeding out.
I see it as simple common sense.
I make them an offer they cannot refuse... be one with us or be worn by us ;)
Well that's literally what your colonists are saying to prisoners while attempting to recruit them. They discuss things like friendship, comraderie, stability, safety, etc.
You can of course ignore the logs and pretend they are saying whatever you want.
Rimworld of magic lets you gain people through magical means, ie some as golem servants or legions on undead.
Questionable ethics lets you clone existing colonists
A number of robotic mods let you build androids.
Hospitality as mentioned above is prob the most vanilla friendly. As its essentially just convincing visitors to join, like prisoners, but without the jail part.
I didn't have much problem with the idea of recruiting prisoners acquired by saving survivors when tribals or pirates raided me. What are the choices here...
1) Leave them to die on the battlefield slowly. No cost. No supplies or time spent.
2) Offer a quicker merciful death.
3) Save them and release them later. Mildly costly. If they're raiders, they'll likely keep raiding, so releasing them is just hurting someone else... but it's also a path to peace for some factions.
4) Save them and keep them imprisoned for their crimes of attempted genocide. Extremely costly.
5) Save them and recruit them. Moderately costly. Possibly a huge benefit to them and the colony.
I've mostly taken the principled stance of #3 and #5, refusing to just let someone die when I have the means to save them. I feel better doing that than the other options. Exceptions have been made in large raids where there were so many wounded laying around from the other side that I just didn't have the capacity to save them. The 'mercy squad' that's been dispatched to handle the problem a few times is quite a terrifying thing to behold. And the game does this thing where wounded people seem to take 1/10th damage or something... so mercy squad is just hitting, hitting, hitting over again. Nightmare fuel that. The way the game is setup, you really can't go with #4 sustainably. The raids are endless and there will be a lot of wounded survivors at times.
Option #5 seems the most ethically sound to me. The game basically allows you to run the ideal prison where you can reform any criminal with enough time invested. It's too bad there is no 'reform' option similar to recruit, but at the end of it the person is freed to join whichever faction will have then, giving you a small rep boost. Most of the time now, I just release my prisoners because I don't want to grow the colony too fast. It would be nice to have a middle ground option between recruit and release, where you put in some extra work to get the prisoner to give up their genocidal faction and join more civilized society.