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Prison Planet 2

Your group is convicted and sentenced to live out the rest of your days on a prison planet. Can you build civilization from the dredges of society? This is meant to be a challenging scenario. Several negative and violent attributes are more frequent among all pawns: especially your starting pawns. [b][u]The Good[/u][/b] Your faction will be a New Arrivals. Start with 4 people ages 18-59. Start with research: Drug production [b][u]The Bad[/u][/b] Incident(s) disabled: -Farm animals wander in Start with: -Medicine x4 -Nutrient paste meal x20 Stat multipliers: -Goodwill Impact 50% -Negotiation ability 90% -Trade price 80% -Filth 133% [b][u]The Ugly[/u][/b] Player starting characters have a 25% chance to start with trait: Bloodlust Player starting characters have a 25% chance to start with trait: Pyromaniac Player starting characters have a 25% chance to start with trait: Psychopath Player starting characters have a 25% chance to start with trait: Cannibal Player starting characters have a 25% chance to start with trait: Chemical fascination All characters have a 15% chance to start with trait: Ugly All characters have a 12% chance to start with trait: Abrasive All characters have a 12% chance to start with trait: Volatile All characters have a 8% chance to start with trait: Jealous All characters have a 5% chance to start with trait: Misandrist All characters have a 5% chance to start with trait: Misogynist Non-player characters have a 10% chance to start with trait: Slow learner Non-player characters have a 8% chance to start with trait: Pessimist Non-player characters have a 12% chance to start with trait: Trigger-happy Non-player characters have a 8% chance to start with trait: Brawler Non-player characters have a 15% chance to start with trait: Bloodlust Non-player characters have a 10% chance to start with trait: Chemical fascination Non-player characters have a 8% chance to start with trait: Pyromaniac Non-player characters have a 8% chance to start with trait: Psychopath Non-player characters have a 6% chance to start with trait: Cannibal All characters have a 10% chance to start with alcohol addiction. All characters have a 10% chance to start with smokeleaf dependence. All characters have a 10% chance to start with psychite addiction. Non-player characters have a 5% chance to start with go-juice addiction. Non-player characters have a 5% chance to start with wake-up addiction. Non-player characters have a 20% chance to start with high on flake. A note on how trait generation works in Rimworld First, the character is given a backstory. If the backstory forces a trait, the character will have it. Then it will roll for each chance the scenario forces. Theoretically, there is a chance the character could get every single trait above. In practice, your average pawn will get 1-2 of the traits. But there will be several outliers that end up with more. After rolling for the scenario traits, the pawn is assigned random number between 1, 2, and 3. If the pawn has FEWER traits than that number, it will then receive regular traits (which could be good or bad) until it has that number of traits. Because there is a high chance of a pawn getting negative traits first from the scenario and then possibly being at its own "limit", it makes the existence of positive traits much less common. This is a planet full of criminals, after all. Addictions are not traits. They are a health status. Recommended Mods Some recommended mods to further increase your difficulty: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3333419387]Expanded Materials: Metals[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3424121395]Simple Chains: Lumber[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3267912850]Stranger Danger[/url] (It still works in 1.6) [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2941608795]Rimworld Exploration Mode[/url] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3523459853]Seeds Please Redux[/url] [i](for masochists only)[/i]