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Refugees can't betray you if you betray them first.
And taking refugees, putting them in a room until they pass out, capturing some and leaving the rest for dead is definitely evil. If you didn't want refugees, you could always turn them away instead of murdering some and capturing the remainder.
Yeah, that’s evil. I don’t care how you play, but pretending that it’s not evil is wrong. I play at extreme difficulties and don’t need to resort to murdering innocents (or harvesting organs, or most other things I wouldn’t do irl). Again, I don’t care how you play, but don’t act like the game is forcing you to do it.
I think disarming them to make them easier to handle during a betrayal is already costing you something by not having extra armed units for defense, so that doesn't need to be discouraged any more than it is.
Refugees count towards the number of colonists. By accepting refugees you make raids bigger. Unless you are playing on a game difficulty below 100% you don't get extra defense from accepting refugees.
amazing strategy guys
Colonists have a trivial impact on raid size until they are fully geared in power armor and bionics. A colonist wearing clothes armed with a bow does essentially nothing for raid sizes, it's just free defense. If you have a colony of 4 and accept 4 refugees, raid sizes wont go up on 100% scaling, if you are on 500% scaling they might go up by 1 but it would be hard to tell with RNG.
Edit: And refugees actually don't even count toward colony wealth.
https://i.imgur.com/SUNR4V5.jpeg
First spike in fun points is there because I inflated colony wealth to 35k with 4 colonists in it. Second spike in fun points is there because I added 4 more colonists. Wealth went up only 6k but amount pf fun points almost doubled. That's because the same wealth added by different things does not necessary lead to the same amount of enemy strength. Colonists contribute to enemy strength a lot.
Ya I don't think "fun points" work how you think they work. Here's a colony on day 42 with 50k colony wealth and 7 colonists, on 100% scaling, fun points are 25. Fun points on days 22-25 were 3.
https://steamcommunity.com/sharedfiles/filedetails/?id=2559300578
Except I haven't had any colonists downed or killed. the first raider I got I captured and enslaved, then executed right away for the mood boost, that's about it. Guess which point on that graph is when the 4 refugees I was hosting left.
It was day 40.