RimWorld

RimWorld

Magdaki Jul 27, 2021 @ 7:50pm
Suggestion: Refugees Betrayers
If refugees betray you, then they should first go and arm themselves before going hostile. Any refugee that enters the colony my first surrender their weapons so if they betray they get stomped.
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Showing 1-15 of 25 comments
Mimoslav Jul 27, 2021 @ 8:15pm 
No, they don't surrender their weapons. They go straight to a small roofed room with geyser. When they collapse due to heatstroke you arrest worthy and leave unworthy to perish.

Refugees can't betray you if you betray them first.
Magdaki Jul 27, 2021 @ 8:18pm 
If you're playing a dishonourable/evil sort. However, for those not playing as evil, then it would be a good addition to have betrayers arm themselves first.
Last edited by Magdaki; Jul 27, 2021 @ 8:19pm
Mimoslav Jul 27, 2021 @ 8:34pm 
I'm not playing evil, I'm playing being alive. And you are suggesting to make it worse for people who do not play like me because those people are not allowed to play the game that way.
Magdaki Jul 27, 2021 @ 9:43pm 
You could still play your way. What are you talking about?

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.
Last edited by Magdaki; Jul 27, 2021 @ 9:43pm
ichifish Jul 27, 2021 @ 10:05pm 
Originally posted by Dekk:
I'm not playing evil, I'm playing being alive. And you are suggesting to make it worse for people who do not play like me because those people are not allowed to play the game that way.

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.
Astasia Jul 27, 2021 @ 10:10pm 
Ya I don't think many people massacre their refugees or disarm them, at least not until right before they leave. One of the benefits of having refugees is the extra labor and defense. I often give them better weapons rather than disarming them, they can help defend better with a gun or at least bow, rather than the knives or clubs they usually have. If they do betray they are usually spread out around your base and trivial to take down.

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.
Mimoslav Jul 27, 2021 @ 10:11pm 
Originally posted by ichifish:
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.
And you also get your colonists killed. Game doesn't force you to do it but you do it anyway.
Originally posted by Astasia:
One of the benefits of having refugees is the extra labor and defense.
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.
Last edited by Mimoslav; Jul 27, 2021 @ 10:19pm
Goblin Jul 27, 2021 @ 10:20pm 
I had a game were refugees decided to betray me and they were in my killbox and just got gunned down by turrets

amazing strategy guys
Mimoslav Jul 27, 2021 @ 10:25pm 
They don't really have a strategy it's just rng. They can be unconscious from disease, blood loss, pain, food poisoning or anesthesia and they'll still try to betray you.
Astasia Jul 27, 2021 @ 10:31pm 
Originally posted by Dekk:
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.

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.
Last edited by Astasia; Jul 27, 2021 @ 10:32pm
Mimoslav Jul 27, 2021 @ 10:52pm 
Originally posted by Astasia:
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.
https://i.imgur.com/KPFr3fe.jpeg
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.
Astasia Jul 27, 2021 @ 11:30pm 
Originally posted by Dekk:
Originally posted by Astasia:
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.
https://i.imgur.com/KPFr3fe.jpeg
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
Last edited by Astasia; Jul 27, 2021 @ 11:30pm
Mimoslav Jul 27, 2021 @ 11:40pm 
Originally posted by Astasia:
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
Yeah? Fun points were really low on days where you had huge spike in Recovery (aka several of your colonists were downed or dead and game took pity on you). You try to counter a situation with one variable with a situation with several variables and the come to a conclusion that I don't understand how fun points work. You have no idea what you are talking about.
Last edited by Mimoslav; Jul 27, 2021 @ 11:45pm
Astasia Jul 27, 2021 @ 11:56pm 
Originally posted by Dekk:
Originally posted by Astasia:
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
Yeah? Fun points were really low on days where you had huge spike in Recovery (aka several of your colonists were downed or dead and game took pity on you). You try to counter a situation with one variable with a situation with several variables and the come to a conclusion that I don't understand how fun points work. You have no idea what you are talking about.

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.
Mimoslav Jul 28, 2021 @ 12:07am 
Originally posted by Astasia:
Except I haven't had any colonists downed or killed.
the first raider I got I captured and enslaved, then executed right away
Lol
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Date Posted: Jul 27, 2021 @ 7:50pm
Posts: 25