[B18] Prisoner Ransom 1.0

Started by Anarcraft, December 10, 2017, 12:39:22 PM

Previous topic - Next topic

Anarcraft



This mod allows you to demand ransom, in silver, for prisoners at the comms console.
It will give you a slight relationship boost. This doesn't work if the faction is very hostile to you.
I believe the threshold is => 90%.
Leaders are worth more and will likely be more friendly to you after that.
If the faction doesn't take your demands seriously they will raid you and you will lose 10 faction goodwill.
Originally created by erdelf.

The following settings can be configured in "Mod Settings":
Ransom amount factor: Range -5 to 5. Determines the factor that the value of a prisoner is multiplied with (I've fixed the typo of it not saying -5 for the next version, but it doesn't affect performance).
Goodwill effect on success: Range -50 to 50. Determines the value the relationship get's affected with on success.
Goodwill effect on failure: Range -50 to 50. Determines the value the relationship get's affected with on failure.
Chance of failure: Range 0% to 100%. Determines the probability of a ransom failing.



FAQ:
Can I add your mod to my save game, remove it?
Yes, it can be safely added to, and removed from, saved games.

Why is there a faction goodwill increase when ransoming a prisoner?  Shouldn't it be a decrease?
The faction is grateful that you are sending back their colonist instead of eating them, harvesting their organs or selling them into slavery. If the ransom fails you willl lose 10 goodwill so it is a risk. These settings can be changed in "Mod Settings".

Can I add your mod to my modpack?
Yes, so long as the mod is included in it's entirety. You do not need to ask or notify me.

Can I make an edited copy of your mod?
Yes, so long as you include the MIT license.

Download

Steam Workshop

Change Log

Canute

Anarcraft,
thanks to add this mod back for B18 ! :-)
This give a humane option to get profit out of prisoner beside to organharvest them.

RyanRim

Great mod, another one that makes you think, where the hell was it 3 versions ago.

✯✯✯✯✯✯✯✯✯✯✯✯✯

VeeCee

This is amusingly abuseable. Every part is completely reasonable, yet come together to produce and endless flood of silver. How?

Every ransomed prisoner gives +5 goodwill, plus silver... I'm getting between 600 and 2500 per tribal I've been ransoming.

Every failed ransom gives -10 goodwill, plus spawns a small raid... and you keep the prisoner, and can try again.

So, I've been capturing tribals, and usually get a raid or two before I can successfully ransom the ones I captured... and then have more captured tribals, who spawn a raid or two before I ransom them back. It's literally an endless stream of silver, and if your rep gets too low, just release a prisoner and you're back in business.

I like the concept, I like the mod. I just find it amusing that the most humane method of dealing with prisoners is so profitable... I never imagined I'd be running a for-profit prison in Rimworld... I mean, I have Prison Architect already.  ;D

Canute

QuoteEvery ransomed prisoner gives +5 goodwill,
Dang didn't used the mod so far, but i think that was at the original/old mod too.

But i think you shouldn't get goodwill if you want ransom for a prisoner.
If you want peace with them, just release them.


wwWraith

You can easily set negative goodwill even for successful ransom in mod's options (as well as other parameters).
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

TryB4Buy

Can you make a failed ransom NOT spawn a raid?

Canute

Yeah, they should send you dirty nuke, to give you a 1 year long toxic fallout ! :-)

MrWeeGee

Quote from: TryB4Buy on December 23, 2017, 07:47:56 PM
Can you make a failed ransom NOT spawn a raid?

Came here to suggest the same, and to thank you for the mod of course! Ransom should definitely be a vanilla option, so thought I'd throw some ideas your way.

I don't think failure should never result in a raid. But I'd like to configure mine to just fail most of the time, with a 25-50% chance of raid on failure. It doesn't make sense to send a rescue/raid party after every captive whose safety you wouldn't even pay for, some just aren't worth it.

If you wanted to expand even further, it'd be more realistic if chances were scaled based on the prisoners skills(value). This could work both ways, a higher success rate, and a higher critical failure resulting in a raid. It'd make sense if they wanted to rescue their top weaponsmith, researcher, etc. using either method.

Regardless, the mod is great as-is, and hope you keep bringing it to future updates -- thanks!

Canute

But then i want a 25-50% chance of raid on success too. The Faction boss want to have his silver back.

wwWraith

Also raids should be scaled properly, now they are a way too weak, just free meat new prisoners rather than any threat.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

dodviper

Hi! I really like your mod and always thought that this is a missing in-game feature,
but i think it would be better if the raid size was based on one of the base storyteller's decision, and also it needs some days delay as travel time (and the player should'nt be able to ransom during this time), or if not tribals they could arrive with drop pods.

Also I don't know if these are possible, never tried modding :)

minakurafto

make cool down per failure attempt, so it's not just spam to get ransom, make a couple days like vanilla trade request, an option of chance enemy raid after failure/ raid if critical failure only is nice

isavegas

Quote from: minakurafto on January 29, 2018, 09:14:23 AM
make cool down per failure attempt, so it's not just spam to get ransom, make a couple days like vanilla trade request, an option of chance enemy raid after failure/ raid if critical failure only is nice
Quote from: Canute on January 06, 2018, 04:35:14 AM
But then i want a 25-50% chance of raid on success too. The Faction boss want to have his silver back.

Quote from: dodviper on January 09, 2018, 05:30:59 AM
Hi! I really like your mod and always thought that this is a missing in-game feature,
but i think it would be better if the raid size was based on one of the base storyteller's decision, and also it needs some days delay as travel time (and the player should'nt be able to ransom during this time), or if not tribals they could arrive with drop pods.

Also I don't know if these are possible, never tried modding :)

I second these ideas! I really don't understand why faction goodwill goes up on a successful ransom, though. If somebody imprisoned one of my people and wanted to sell them back to me, I'd raid them even if I did pay the ransom. Thankfully, that's configurable. :) However, while I set the goodwill to decline, this means that it really only makes sense to ransom people I capture from an enemy. I think it would be a good idea to allow ransoming enemy factions, add cooldowns (per faction), and to have ransoming (successful or not) cause the faction to send a raid that scales with how much they hate you. In any case, this is a fun little mechanic to leverage. Thanks!

Canute

You know you can change serveral factors at the mod options.
But something i notice, even when you set succes chance to 100% there is allways a chance to fail.