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Im doing a waster only colony and used this ritual and Xenotype Spawn Control mod to get most of my wasters seeing as they are usualy high on drugs and would rather die than feel pain and be captured.
The Ritual recruits are considered no faction and the mod shows that no faction is 100% baseline.
if you believe in tree hugging capitalist canibalism, the new pawn will also believe in it.
about his race... he can be anything... from a base liner to a pigskin, dirtmole or yttakin, genie or hussar... literally everything.
if you happen to have a custom xeno type he may even be that.
but there is no telling what he will be.
I did some testing, i have 2 race types in my base, Every time i got a new pawn with the ritual it was one of the two, so think its random between the races you have.
But would like to know if there was a weights to it.
If you create a custom xenotype at game start and include it into your starting pawns, that increases the chance for ritual pawns to be that xenotype to some degree, I don't think it's a very high amount, and is not directly linked to rituals specifically but all random pawn spawns.
If your ideology has a preferred xenotype, I believe that increases the chance for ritual pawns to be that xenotype to a larger degree.
I haven't tested either, I never use the recruit ritual reward since it generally just gives you trash pawns, I just remember reading about changes to xenotype spawns in the updates.
Still not even sure haha.
Do you go through the whole process of converting pawns before recruiting them ? Rituals seem much more efficient at recruiting, especially early on when you're not too picky yet
high social skill for the converter is a must
also if i have no prisoners in jail i will consider jailing someone of different ideology so i can easily convert them. word of trust from royalty helps reduce resistance from that quickly , especially if several pawns have word of trust.