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RimWorld

Recruiting a 99% colonist
What strategies, if any, there are to manage recruiting a super hard to recruit colonist?

Would chances improve significantly if I gave the prisoner a kind of 'royal cell', full of golden furniture and such like?

Is my only option is to wait for an 'inspiration' with auto recruit?
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Showing 1-11 of 11 comments
Razor 2.3 Jun 13, 2021 @ 10:10pm 
Just give them a good cell, good food, set the interaction to recruit, and walk away. It'll happen eventually.
Caz Jun 13, 2021 @ 10:25pm 
Originally posted by Razor 2.3:
Just give them a good cell, good food, set the interaction to recruit, and walk away. It'll happen eventually.
I wonder how long "eventually" is supposed to be? I had a 99% prisoner that never recruited, even after 300 days.
Whomever your moderately high social colonist is, try to keep their mood at 100. One form of inspiration will allow you to automatically recruit a character. You may have to wear down the resistance of the prisoner, but once that is done an inspired recruiter should be able to handle it in one shot, I believe.
Razor 2.3 Jun 13, 2021 @ 10:34pm 
Well, 99% is 99%. Having better recruiters help, but they'll also level up off of the failed attempts. There are also mods that help with the indoctrination, if you can't stand the wait.
VoiD Jun 13, 2021 @ 10:44pm 
get someone really high and wait for a recruiter inspiration.

Or try to get it from psycasts
gimmethegepgun Jun 13, 2021 @ 11:03pm 
The recruitment chance should improve when their mood and their opinion of the pawn trying to recruit them is high.
Otherwise just aim to get inspired recruitment, as others have said.
BladeofSharpness Jun 13, 2021 @ 11:35pm 
OK, so a combination of persistence, good surrounding and trying to get an inspiration if the rest fails. Possible but hard!
Astasia Jun 14, 2021 @ 12:14am 
It's not as bad as it sounds. Hover over the recruitment chance stat, there's a "recruit difficulty factor" which might be something like 4% (I did a test with new arrivals capturing a tribal chief to max out recruit difficulty, it was 4% in that scenario). That's the base chance to recruit per attempt. If you completely max out their mood you can then double that, giving a base chance to recruit of 8%, if you can max out their opinion of the recruiter (which will happen naturally over time) that doubles again to 16%. The main check for 99% recruitment difficulty is skill, at 20 skill there's a 95% multiplier to the above, so that 16% becomes like 15% chance to recruit per attempt, but at 10 skill it's a 58% multiplier dropping that down to more like 9%. You also probably aren't going to max out mood, even with lavish meals and an amazing prison cell you might be getting more like a 25-50% bonus instead, so realistically that 4% base value becomes closer to 6-12%, but colonists will attempt a recruit like 3 times per day so it goes pretty fast.

The main hurdle is going to be resistance, there's some RNG to it I think, the game doesn't math it out as clearly, but it's likely affected by the same things to some degree and should be pretty easy to drop by around 5-10 points per day depending on skill and mood.

Generally it's going to be like 20-30 days though, without inspirations. There's a bit of a slow ramp up period the first 5-10 days as the prisoner heals and builds rapport with the warden, but then it goes pretty quick after.

Most of the math is displayed in game on the prisoner panel though, just hover over recruitment chance and it will tell you the details of the last interaction attempt with the prisoner, the effects of their skill, prisoner mood, relations, it's all listed there.
BladeofSharpness Jun 14, 2021 @ 12:34am 
Thanks Astasia (and others!). So about the warden, a good strategy would be somehow to make sure that this is the same warden talking to the same prisoner... And not just have all colonists with some decent "wardening" chance talk at random to any prisoner?
Vintorez Jun 14, 2021 @ 1:14am 
May be more efficient to toss them in a crypto casket until someone gets inspired recruitment
Hoki Jun 14, 2021 @ 4:27am 
Originally posted by BladeofSharpness:
Thanks Astasia (and others!). So about the warden, a good strategy would be somehow to make sure that this is the same warden talking to the same prisoner... And not just have all colonists with some decent "wardening" chance talk at random to any prisoner?
in the context of optimizing gain/chance per attempt its a definite yes given that social, mood and relation play a role in this.
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Date Posted: Jun 13, 2021 @ 9:52pm
Posts: 11