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Other than that, it makes it so that you still have to add a bunch of supression stuff if you actually want a slave to keep at above 70% for long enough so that you try and recruit them
<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.
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?
[RecruitSlaves] The recruitment was successful, but not enforcing it due to being in DEBUG mode.
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?
Something like
'X was enslaved by Y -50 opinion'
'Y is a part of a slaver gang -25 opinion'
(applicable depending on slavery precepts)
This way if you enslave a pawn and then recruit them, he'd still remember his slavery days and resent the other colonists for having been enslaved. It would promote players to recruit directly from prison to prevent this social debuff from sticking around and causing social fights if they become full colonists (slaves do not social fight with colonists so the social debuff will not cause problems as long as they are still enslaved but only if they are 'freed' and still resentful, this encourages players to make a choice)
This mod was on my wishlist for a long time. Awesome work!
i was gonna say the longer the slave is there the more likely it becomes
but the chance is completely static
I dunno how I could make that work with my head canon
lol
also didnt realize this from the mods description alone
Cool mod =)
I bought a slave from a trade ship and set her to be recruited, but none of my colonists went to her at any time for like 3 days, so I arrested her to recruit her the old way. Thing is, she's Unwaveringly Loyal, so she can't be recruited.
I don't suppose you can add a way to let the player know when a slave is Unwaveringly Loyal? I'm fine if they can't be recruited, but it would be nice to know right away.