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Unwavering Persuasion

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]