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There is no "persuading" refugees to stay. Supposedly if kept happy they have a higher chance to want to join, I don't know what the numbers are and it's a small enough difference that it's hard to estimate. Realistically if you want any of the pawns from a refugee quest you are going to need to capture them. A way to accomplish this safely and ensure you get multiple refugees from the group is to give them all a shot of anesthetic at the same time then capture them when they are unconscious. In the meantime you can make them grow a lot of food as refugees that you can feed them as prisoners, hoping they don't betray you before then.
Didn't they patch this? I can't use my conversion ability again after a ritual and I can't start a ritual unless the ability is off-cooldown.
Ah, I always wondered what the point was to the conversion ritual.
I only tried it once (to be fair, it takes 21 days to cooldown, and it's only the first winter).
Do relics have any effect on conversions?
I just got a quest about being able to get information on the location of a relic for my Ideology. I figure it's something I should obtain, but wasn't sure how important it is.
I just fired up my game, looked at my Moral Guide... and dang, no wonder she's not good at her job.
She only has a Social skill of 4.
For whatever reason, I didn't realize that job needed a high Social score. In retrospect, that makes perfect sense.
Instead, out of habit, I figured the Chieftain needed to be the one with the high social skill.
(That's an old habit I developed in vanilla/Royalty, that the one with high Social is the boss/chief/mayor/etc.
Sadly, out of the remaining four colonists, the current Guide has the highest social stat, at 4)