Overview
[b]Unwavering Persuasion[/b] lets you [b]persuade prisoners over time[/b]. A new [b]Persuasion[/b] interaction reduces a visible [b]Unwavering Persuasion: N[/b] counter. When it reaches 0, the pawn stops being unwavering and can be recruited normally.
[b]Important:[/b] Wardens can only attempt Persuasion if the prisoner’s [b]mood is at or above the threshold[/b]—so keeping them happy matters. Prison [b]cell Impressiveness[/b] also helps: above [i]Decent[/i], better rooms apply a multiplier to progress.
How it works
• Set the prisoner’s interaction to [b]Persuasion[/b]. Wardens try during normal prisoner rounds (vanilla timing).
• Attempts only happen if mood meets the threshold. Higher mood = more consistent attempts.
• If the cell is above [i]Decent[/i] Impressiveness, Persuasion gains a room multiplier (stronger as the room tier rises, up to a cap).
• Each reduction otherwise follows the [b]same logic as Reduce Resistance[/b]—it scales with the warden’s [b]Social[/b]/[b]Negotiation[/b] stats—so skilled wardens work best.
• Vanilla Resistance is untouched; this mod only adds the Persuasion layer before Vanilla Resistance.
• The UI shows [b]Unwavering Persuasion: N[/b] with a tooltip for mood requirement, next attempt time, and any active room multiplier.
Key Features
— [b]New interaction:[/b] Persuasion (only appears on unwavering prisoners).
— [b]Mood-gated attempts:[/b] No mood, no talk; keep them comfortable to keep progress steady.
— [b]Room matters:[/b] Cells above Decent add a multiplier; higher tiers help more.
— [b]Clear UI:[/b] Counter + helpful tooltip; also notes that cell Impressiveness above Decent increases effectiveness.
— [b]Vanilla-friendly cadence:[/b] Uses vanilla prisoner check timing and reservations.
Settings
Tune the experience:
• Starting value (derived from Resistance) multiplier
• Mood threshold for attempts
• Flat bonus per successful attempt
• Room multiplier (start value, step per tier, and cap)
Compatibility
Safe for existing saves. Doesn’t change vanilla Resistance or recruit logic; adds a new interaction, work giver, and UI line.
[b]Note:[/b] If added to a save that already has prisoners, you may see a one-time red error on first load; it should not recur.
Performance
Lightweight: standard work scanning, cached values.
Updates
[b]31-10-2025[/b] — First upload.
My other mods
[url=https://steamcommunity.com/id/kongkim82/myworkshopfiles/?appid=294100] See all my mods here [/url]