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Brainwashing Technologies
   
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Mod, 1.5, 1.6
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153.401 KB
6 Oct, 2024 @ 2:01am
1 Aug @ 8:40pm
4 Change Notes ( view )
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Brainwashing Technologies

Description
Converting pesky pawns to your ideoligion is now easier and less ethical than ever—including unwavering pawns! Propaganda, unethical surgery, and the ability for moralists to hold a mass for all your brainwashing needs—with many settings for customizations. Remember to keep your brain hygiene sparkly clean.

What does this mod add?
1 new Building:
Propaganda speaker
Passively convert pawns (to the primary ideology of your faction) by pumping propaganda directly into their ears! Once per day per pawn, this speaker will give a tiny boost towards your ideology to all pawns that come near enough to listen.

1 new trait:
Propaganda resistant trait
Pawns with this trait will be unhappy when subjected to propaganda. Proportionate to their intellectual skill, they will also be less swayed by it.

1 new surgery involving 3 new ingredients:
Brainwashers
Brainwasher Mk.'s 1-3—Used in brainwashing surgery, produced at machining tables. Each increase in Mk# increases the safety of the operation.

Technically not a brainwasher (lore-wise, it is identical in function, however): Ideology chip -> far far far far safer than the brainwashers due to its advanced sciency mumbo jumbo. Costs more to produce and is always successful at conversions.

Surgical brainwashing
Physically wash the brain til it squeaks. Rewire their brain so they like your ideas; it's good fun for the whole family! Except for those pawns who receive side effects. This will disable any unwaveringly loyal attributes and is impossible to fail in this respect. It will also help convert a pawn by adding somewhere between 25-100 certainty points towards the surgeon's ideology, guaranteed. Requires medical and intellectual skill of 6. Side effects and other adverse reactions may include (incidence rates listed are for Mk1; Mk2 and 3 are respectively 1.41x & 1.73x safer):
-Brain cancer (Only occurs when using Mk.1 brainwashers at a rate of 1 in 200)
-Partial to complete memory loss—(incidence of 1 in 100) Pawn may forget everyone and everything they ever knew including their faction, many skills, and their personality. Pawns are known to rip their clothes off in fear when this occurs.
-Additionally, 1 of the following may occur:
-Blindness (1 in 125)
-Bliss Lobotomy (1 in 250)
-Catatonic breakdown (1 in 250)
-Dementia (1 in 250)
-Psychically dead (1 in 4)
-Heatstroke (1 in 4)
-Morning sickness (2 in 9)
-Scanning sickness (2 in 9)
-If any side effects occur, the pawn may freak out, in which case 1 of the following may also occur:
-Berserk (1 in 250)
-Manhunter (1 in 250)
-Permanent manhunter (1 in 250)
-Panic Flee (1 in 250)
-Social fight the surgeon (1 in 250)
-Wander Psychotic (1 in 4)
-Wander Sad (1 in 4)
-Worry not though, there is a 3 in 7 chance your pawn will be perfectly fine and won't have even noticed they were brainwashed (3 in 4)

I find myself constantly checking my code to know how likely it is that I will ruin a perfectly good unwavering slave, so here's the likelihood of losing skills:

Catastophic outcome (1 in 100): during this rare outcome, each skill has an independent 65% chance of being lost—this does not mean that ~6/10 skills will be lost, it basically means that an imaginary 1.66 sided dice is rolled to determine whether or not a particular skill is lost, or if it remains the same. There is another independent 90% chance, for each skill, that the passion level will be set to zero—if that remaining 10% chance is hit (think of a 10-sided die), that skill's passion level will do a simple coin flip for a small or large passion to be added.

"Obligatory" outcome (9 in 10): Unlike the side effects and reactions, both this outcome and the catastrophic outcome can affect skill gain/loss. There is therefore a 0.9% chance that the following skill outcomes will coincide with the previous ones. During this outcome, there is a 10% chance for each skill to individually be lost—if this happens, the passion will also be lost. Passion will not otherwise be affected.

1 new ritual:
Hold a Mass
—Available to all ideologies, requiring only a moralist, a lecturn and a ritual location, all your colonists can participate, gaining or losing certainty towards your ideology—depending on ritual quality (but mainly luck), colonists can gain up to 100 certainty points, or lose up to 30.

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8 Comments
'atrick 27 Jul @ 1:43am 
1.6 please
Visari 23 Mar @ 11:42pm 
Be one with Yuri.

Also perfect for a ramshackle Monolith-style cult playthrough. Idi ko mne.
NoOne_ReaVen 6 Oct, 2024 @ 3:30pm 
Be one with Yuri.

Their minds are weak.
cark with an 'm'  [author] 6 Oct, 2024 @ 2:17pm 
*Hold on I said that wrong. The checkbox determines whether or not it will wait for the mood buff or debuff received from last time to be gone before it converts again. The slider then determines, separately, how likely a pawn is to gain/lose certainty upon sight of the speaker.
cark with an 'm'  [author] 6 Oct, 2024 @ 2:13pm 
Sorry, made a biotech dependency by mistake. You should be able to run this with only the ideology mod.

I have added that propaganda frequency option. Enable its usage with the checkbox, then use the slider. It may have been fine at default, however, as there was a bit of a bug in how it was determining whether or not to convert before.
Гений 6 Oct, 2024 @ 8:26am 
@Heikkkinen Looks like so due to additional implants (that I've disabled via cherry picker :D)
Heikkkinen 6 Oct, 2024 @ 8:23am 
Cool mod. Is Biotech mandatory?
Гений 6 Oct, 2024 @ 6:40am 
Quite interesting mod. Could you please consider adding settings of frequency of propaganda pumping from speaker? Of course with mood debuff for the each of pump that is more than once per day