RimWorld

RimWorld

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Recruit Slaves
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Mod, 1.4, 1.5
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98.417 KB
Nov 11, 2022 @ 3:14am
May 10 @ 4:21am
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Recruit Slaves

In 1 collection by Garwel
Garwel's Mods
7 items
Description
This mod lets you recruit slaves in a balanced way without having to imprison them first.

How to use: choose "Recruit" interaction option in the Slave tab for the slave you want to recruit. Then a colonist assigned to warden jobs will start approaching the slave and trying to recruit them.

The chance of success depends on many factors including the slave's mood, ideoligion, relations with the recruiter and the other colonists, the storyteller's intent and the recruiter's negotiation ability. I recommend to check Recruitment Difficulty stat for the slave before you start recruiting them.

Recruitment can only be attempted a day after the last such attempt or suppression, so you can't suppress the slave and invite them to join you voluntarily at the same time.

When the slave's suppression falls too low (below 70% by default, adjustable in the settings), the pawns will first suppress the slave and only then attempt to recruit them.

Also adds a new record, "Time as a colony slave", which the vanilla game inexplicably lacks.

Ideology DLC is required (obviously). Should be compatible with most mods.

The mod can be installed in an active save. Removing it will probably cause a one-time error if any slaves are currently marked for recruitment, but shouldn't break your game.

Icon designed by Freepik.

Source code and issues: https://github.com/GarwelGarwel/RecruitSlaves

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56 Comments
Garwel  [author] Apr 23 @ 4:16am 
@Shuro When a recruit attempt fails, a floating message appears next to the slave showing the actual success chance.
Shuro Apr 23 @ 3:35am 
It was multiple months of no recruiting, but i noticed weak social characters had also wardening active, so it was their fault. Thanks for clarifying.
Garwel  [author] Apr 23 @ 12:22am 
@Shuro Oh, and the success chance is always at least 1% and at most 90%.
Garwel  [author] Apr 23 @ 12:21am 
@Shuro It's just a relative value. Under the hood, the formula is this:
<chance to recruit> = <recruiter's negotiation ability> * (<slave's opinion of the recruiter> / 200 + 1) / <difficulty> / <recruitment difficulty setting> / 10

So in your case, assuming default settings, slave is neutral towards the recruiter and the recruiter's negotiation ability stat is 100%, you'll have the chance: 1 / 1.4505 / 10 = 6.9%. It's not bad at all: on average, you can expect the recruitment to take about 15 days. If you use the recruiter with better stats and relationship with the slave, the chance may be even more.
Shuro Apr 22 @ 2:59pm 
So my difficulty looks like this:

Base Value: 100%
Multiplier for mood 63%: x91%
Rested: x100%
Terror (0%): x100%
Multiplier for age 18: x100%
Opinion of Colonists (+36): x91%
Fiance is a colonist: x50%
Storyteller: x348%

Final Value: 145.05%

So it is basically imnpossible to recruit the character? Or do I missunderstand something?
Garwel  [author] Apr 17 @ 11:18am 
@Derko Damn, that was an embarassing mistake! Fixed it now.
Derko Apr 16 @ 4:46pm 
Could you please release the mod with the assembly in RELEASE mode and not in DEBUG mode ? because the recruitement always fail with a nice message in the debug log when the recruitement is successful:

[RecruitSlaves] The recruitment was successful, but not enforcing it due to being in DEBUG mode.
Garwel  [author] Apr 16 @ 1:06pm 
@Aziz Can you explain what it means that it doesn't work for you?
Aziz Apr 13 @ 7:55am 
Thank you for making this important mod

Sadly, it doesn't work with me
I have tried to unsubscribe and re-subscribe and I have changed the mod order a couple of times but still doesn't work

Does anyone know how to fix it?
Garwel  [author] Mar 29 @ 3:13am 
@lakefishHAXX No.