RimWorld

RimWorld

Rips Apr 1, 2023 @ 10:55am
Psychopath Social Effects
Do psychopaths cause more social fights, i.e. by insulting other colonists? Or do they start more social fights, i.e. by starting a fight because someone insulted them?

I ask because we have a good gene bank now and I want to improve my colonists psychology with things like happy, dead calm, etc as we're mostly fully bioniced up for physical improvements.

I have put dead calm on the psychopaths and people who are volatile etc. But realised the psychopaths may need happy instead, since they don't get happiness from social interactions. I.e. are psychopaths in the game naturally dead calm?
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Showing 1-6 of 6 comments
Morkonan Apr 1, 2023 @ 11:28am 
No, they do not cause any increase in social fights/conflict.

https://rimworldwiki.com/wiki/Traits

It's exactly as it says in the Psychopath Trait. It's largely considered a "good" trait to have by many players because they're largely impervious to many negative Mood forcers. The downside is that they can't get any boosts from good ones and you'd have to target some other Trait/bonus, which may be difficult.

PS: I am not familiar with an DLC mechanics. You'll have to read their own descriptions/details to apply that to the vanilla description, above.
Last edited by Morkonan; Apr 1, 2023 @ 11:29am
Rips Apr 1, 2023 @ 12:54pm 
Thank you. That's what I needed to know. I.e. they don't cause social conflict. So it sounds like they need happy plus maybe dead calm, since they need another happiness source plus don't want them breaking if others insult them.
Originally posted by Rips:
Thank you. That's what I needed to know. I.e. they don't cause social conflict. So it sounds like they need happy plus maybe dead calm, since they need another happiness source plus don't want them breaking if others insult them.

Others can't insult them if others don't come into social contact with them. You could isolate your pawns by assigning them separate work/rest areas and avoid conflict that way.
Morkonan Apr 1, 2023 @ 2:42pm 
Originally posted by Rips:
Thank you. That's what I needed to know. I.e. they don't cause social conflict. So it sounds like they need happy plus maybe dead calm, since they need another happiness source plus don't want them breaking if others insult them.

I don't know about the mechanics you're using/have access to, but you shouldn't have to min/max to that degree just to manage a Psychopath's happiness.

For instance, you can look at the Traits of other colonists to check to see if you have issues with some having Traits that increase the chance they'll insult others or cause negative Social interactions. If you don't, then you're just dealing with the normal incident rate of bad social interactions, not some elevated risk.

Are you planning out some pre-built starting party of colonists and trying to min/max it?

Otherwise, I'd just plan on handling moods/needs normally: High quality meals, adequate bedrooms with good quality furniture, good supply of clothing, good dining/recreation facilities and access, adequate healthcare, controlling for environmental effects, handling other needs/mood issues, etc.

Though, if you're using something in the DLC, you're outside my scope and will have to see what effects that DLC can bring with it.
Rips Apr 2, 2023 @ 7:20am 
Originally posted by Morkonan:
Originally posted by Rips:
Thank you. That's what I needed to know. I.e. they don't cause social conflict. So it sounds like they need happy plus maybe dead calm, since they need another happiness source plus don't want them breaking if others insult them.

I don't know about the mechanics you're using/have access to, but you shouldn't have to min/max to that degree just to manage a Psychopath's happiness.

For instance, you can look at the Traits of other colonists to check to see if you have issues with some having Traits that increase the chance they'll insult others or cause negative Social interactions. If you don't, then you're just dealing with the normal incident rate of bad social interactions, not some elevated risk.

Are you planning out some pre-built starting party of colonists and trying to min/max it?

Otherwise, I'd just plan on handling moods/needs normally: High quality meals, adequate bedrooms with good quality furniture, good supply of clothing, good dining/recreation facilities and access, adequate healthcare, controlling for environmental effects, handling other needs/mood issues, etc.

Though, if you're using something in the DLC, you're outside my scope and will have to see what effects that DLC can bring with it.
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It's the genetics content from the DLC. Even with all the vanilla non-DLC mood buffs that you mention, we still get more mood breaks than am happy with when @#$* is going south. Adding genes that min-maxes their psychology to have virtually no mood breaks and social fights I am ok with as has reduced the annoyance of other micro management.

Plus we can organ harvest non-stop as everyone is effectively a psychopath with how happy and calm they are that the mood debuffs from orgn harvested & killed prisoners barely effects anyone.
Astasia Apr 2, 2023 @ 7:30am 
Originally posted by Rips:
Do psychopaths cause more social fights, i.e. by insulting other colonists? Or do they start more social fights, i.e. by starting a fight because someone insulted them?

No, but also yes. The trait doesn't directly increase social fight chance like say Bloodlust, but psychopaths are unable to build up positive relations with other colonists by normal methods which means they tend to always stay in a range where social fights are a common social interaction they will do. Generally speaking a colony full of psychopaths will have far more social fights than a colony full of bloodlust pawns.

There are ways around this, psychopaths do appreciate beauty, family/partner, trait, and ideology related opinion bonuses. A psychopath bodymodder with a colony full of beautiful cyborgs will probably be pretty content and not cause issues, for example.
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Date Posted: Apr 1, 2023 @ 10:55am
Posts: 6