RimWorld

RimWorld

Tam Sep 17, 2022 @ 8:13am
Do you banish bad colonists once you set ?
Started naked bdrutality with no research, accepted every pawn i can to rush technologies and survive ine xtreme desert.
Now when i've set i have Volatile Whimp, Abrasive Body purist and few other garbage pawns.

hard choice between "get out of my house" and "they are family because helped me to prosper". What do you do in that situation ?
Last edited by Tam; Sep 17, 2022 @ 8:14am
< >
Showing 1-15 of 32 comments
JD Sep 17, 2022 @ 8:57am 
I would arm them and send them to attack a pirate settlement :The_Slayer:

Or just sell them, banishment is not that profitable. Or keep them for organs.
The Yeen Queen (Banned) Sep 17, 2022 @ 8:57am 
Eh. Next raid, send them into battle naked and unarmed. XD
Tam Sep 17, 2022 @ 8:59am 
2
Damn you people are cruel.
The Yeen Queen (Banned) Sep 17, 2022 @ 9:04am 
Originally posted by Tamm:
Damn you people are cruel.
Welcome to the Rim.

I joke, but, really, I can't bring myself to play dark like a lot of people do. Worst I'll do is cannibalism, and that's just recycling the raiders I had to kill. Hell, I've been known to do a lot of catch and release. Patch them up, convert them, send them on their way. XD Spreading my ideology at least?
Last edited by The Yeen Queen; Sep 17, 2022 @ 9:06am
Midnight_Toker247 Sep 17, 2022 @ 9:10am 
I use the babies and children mod so I have gotten more than a couple duds from that, I just accommodate their negative traits the best I can and keep them. I have married a couple of them off to other groups to strengthen relationships (another mod) but that's different.
VoiD Sep 17, 2022 @ 9:19am 
You can have a funeral ritual with no cooldown to get rid of those.
XelNigma Sep 17, 2022 @ 9:25am 
Nope, a bad colonist now that can be trained up is better than waiting 3 years for a good pawn that you still have to train up.
Astasia Sep 17, 2022 @ 10:26am 
I never even accept them, even on low pawn starts, if I get bad pawns forced on me I send them off to punch a bear or something. Number of colonists directly and indirectly affects difficulty (more colonists means faster wealth/resource generation), so rushing to increase your population doesn't tend to be very beneficial. It's better to wait a year for a good pawn than deal with a bad pawn increasing your scaling without contributing as much. Something like an Abrasive Body Purist as you mentioned is like half as effective as a Tough Industrious colonist, both contribute the same amount of direct difficulty scaling. Keeping bad pawns can make the game considerably more challenging, both in dealing with their negative traits and mood and in dealing with threats with less effective forces, but some people do play for the challenge.
UncreativelyNamed Sep 17, 2022 @ 2:03pm 
I guess I'm kind of a weird Rimworld player, in that I'm not into the war crimes thing at all. I don't do cannibalism (tho I will feed killed raiders to my boar army that handles the manhunting animals), don't do slavery except to buy them in order to free them, don't do organ harvesting (except post-mortem, via a mod), don't keep prisoners that I don't intend to recruit and will heal/release them even when it doesn't give me any diplomatic benefits, etc. I also tend to pick ideos that value charity for my colonies, so when I get those quests where refugees want to join for "x" number of days and sometimes they stay for good, I'm sort of bound to accept them. I'm just a "softie," overall.

So, I often end up with less-than-optimal colonists, but banishing anyone often gives the other colonists debuffs, so I don't do that. My solution has mostly been to use the Vanilla Expanded Outposts mod to send the less-than-optimals off to form an outpost. Then they're out of my hair, no one gets debuffs, and I occasionally get useful stuff from the outpost. But, sometimes I keep the less-than-optimals, too. One time, it was a guy who was a refugee who decided to join. He had a couple good traits, not very good skills/passions, and also a massive alcohol addiction. I'd never had a pawn with an addiction, so I thought I'd see what it was like. Getting him dry once the alcohol supply he came with was exhausted was hard, and a lot of "interventions" were needed, but when he finally made it out the other side, he actually turned out to be pretty decent, a good hunter/sniper, and he even married a colonist with the "staggeringly ugly" trait, and they had a kid (Again via a mod). Anyway, I felt good about "saving" him, at least, so there's that. LOL
martindirt Sep 17, 2022 @ 4:19pm 
There were a workaround to get rid of unwanted colonists without the whole colony mood debufff, idk if it's still working...
Imprison the unwanted pawn, and leave the cell door opened. Pawn will escape, and leave the map. None of your pawns will be sad.
clyneymeister Sep 17, 2022 @ 10:18pm 
My leader accuses them of some trumped up charge, then it's off to prison to break their spririt and then to the headsman's block, my tribe eats well tonight!
Tam Sep 18, 2022 @ 12:48am 
Originally posted by martindirt:
There were a workaround to get rid of unwanted colonists without the whole colony mood debufff, idk if it's still working...
Imprison the unwanted pawn, and leave the cell door opened. Pawn will escape, and leave the map. None of your pawns will be sad.
Its not about methods of utilisation, its more about humanity.
Seems like iam too atttached to colony pawns.
As a dedicated savescummer my usual response that benefits both sides is to reload, even if it means losing a whole day's worth of progress. Can't guilt trip me or my people if the newcomer never existed to begin with.

If it's someone like the Empire deserter whom I'd like to add to increase manpower (I usually start in pairs) I'm perfectly willing to reload until it bugs out and I have to restart; I've reloaded until I have at least 5 candidates shortlisted before.

I might not reload if the newcomer isn't a total loss and can still serve in some capacity; I've added some volatiles, depressives, and incapable of dumb labor types among others as long as they have needed skills or the other traits are worthwhile. With pyromaniac rebalancing mods even those are pretty welcome.

I got VE Outposts ostensibly to foist off those I don't care for into a camp somewhere but in practice I've never used the mod more than a handful of times because either they need more than one person to set up (for stuff like fishing, etc) or I feel like everyone that I accept is part of the family and shouldn't be condemned to virtual purgatory.
['w'] Sep 18, 2022 @ 4:22am 
Increments that kill

placing them further away from food / hospital / other colonists
making them addicted to something
get some aggressive pets
put them in ugly clothes
maybe a hut outside of your save colonywalls
with some luck your guys will go crazy and get mauled to death
ambi Sep 18, 2022 @ 8:04am 
i like roleplaying so i keep them all. except pyromaniacs.
< >
Showing 1-15 of 32 comments
Per page: 1530 50

Date Posted: Sep 17, 2022 @ 8:13am
Posts: 32