

You can make him move anywhere you want just like a regular caravan. This will create a new caravan with the prisoner and his personal transport (aka your friend). Once you did that or decided that his life is not worth that much to you (which you should consider since he wanted to kill your friends), you can right click on him and you will have an option to carry him outside the area. You will be able to capture him and put him in the bed or a sleeping area marked for prisoners.Īt this point, you can wait for your people to give him some basic heal. You then need to build a prisoner bed on the same map as that enemy. To capture an enemy, you first need to have a downed enemy in the map (duh!). A step above them are the prisoners whose skills only apply to the above mentioned tasks (and lack combat capabilities)- they remain prisoners indefinitely, as i have no need to recruit them to do the jobs theyre currently in charge of.I did some testing with the developer tools and here is what I found. The most useless/least desirable ones operate as janitors until the imperial tax collector comes by, when they’re sold for more nobility rank points. They’re all expected to work, whether that be growing cotton, farming crops and catching fish (some of which is for their nutrient paste dispenser), cutting chunks into bricks, or mining in the quarries. They have a poker table, chess tables, punching backs, and a massive set of tables with benches for them to eat their nutrient paste at. Each prisoner gets their own bedroom with dresser, closet, and bedside table, connected to a thin hallway that brings them to the communal prison area. I have constructed a prison settlement on the beach near my mountain lair, which currently holds a population roughly 2/5ths of my colony. The prisons are cleaned up if any blood remains, and it awaits the next batch to repeat this process. Healers, craftsmen and warriors all.Īfter a time period prisoners are sold off and the silver is used to buy more important resources. Everyone will have basic medical knowledge. This is for recreation and to further train doctors. Those who do will often go down in one or two hits these aren't to the death, but no armor is offered and blunt weapons are used. Half are killed, the survivors are patched up without medicine to train doctors.įights are also hosted in-case of boredom, or to keep prisoners too weak and broken to try and revolt. For punishment, their numbers are culled in Prison Arena fights to the death. Break them, and doctors treat them without medicine. The prison's hall itself will be 2x2, in-case of riots, both exits, two of my strongest wardens with blunt melee weapons. Prisoners don't get temperature regulation like air conditioning or heaters. This trains crafting, and negates the naked mood debuff, preventing mental breaks while also offering some temperature protection without stopping bullets or blunt attacks in-case of riots. I'll have anyone training crafting make patchwork pants and shoes out of prisoner materials to give to the prisoners. Protective, durable, not good for prisoners to have. Muffalo wool, thrumbofur, devilstrand, hyperweave, good shit the non-slaves deserve to have. It offers virtually no protection which is necessary for prison breaks. Plainleather, patchwork leather, cloth, or lightleather. Prison material is your weakest, cheapest materials. These materials are split into two categories: Prison material, and non-prison material. Clothes are recycled into raw materials alongside their weapons (with some RimmsQOL fuckery to allow 'smelting' literally any material type). Raids get big so this accommodation had to be made. 2x3 allows for two prisoners in one cell if need be. They get stripped naked and put in 2x3 cells with no bed and no light sources.

I've developed a system of using recycle apparel and Prisoner Arena in tandem. Not trying to recruit? More recently I've started selling them off.

Trying to recruit? A pretty amicable prison cell.
