Treat prisoners well and keep their mood high for a few days, they will take the initiative to ask to join your colony. The game will pop up a letter to let you accept, decline or decide later.
This mod adds a flexible prisoner recruitment system for RimWorld. No more relying on the random recruit success rate of vanilla. Recruitment progress is calculated automatically based on the prisoner’s trait and status. Recruit directly once progress is full. No complicated settings required, works out of the box — even loyal prisoners can be recruited.
This mod may be slightly overpowered, use with caution(
Recruitment Willingness
The mod calculates a prisoner's **A Value** = Willpower + Resistance.
Higher A Value means harder to recruit and requires more total progress. Each A Value range has a fixed conversion ratio to calculate required progress. The maximum waiting time is capped at just over 6 days, no infinite waiting. Lowering a prisoner’s resistance or willpower will automatically reduce their A Value accordingly.
Recruitment Progress Rules
Progress increases or decreases once per in-game day (60000 ticks), affected by prisoner traits, mood and health state.
Willpower and Resistance update every half day (30000 ticks).
Pain check and progress settlement update once per full day (60000 ticks).
Basic Progress Rules
Highest Priority — Psychopath / Pyromaniac / Bloodlust / Cannibal:
Mood over 50% → +0.5 progress per day
Mood under 35% → -0.25 progress per day
35%~50% → no change.
Medium Priority — Kind / Jolly / Optimist / Positive:
Mood over 50% → +1.0 progress per day
Mood under 35% → -0.5 progress per day
35%~50% → +0.25 progress per day.
Normal prisoners with none of the above traits:
Mood over 50% → +0.75 progress per day
Mood under 35% → -0.75 progress per day
35%~50% → no change.
Extra Bonuses & Penalties
Masochist prisoners gain extra progress stacked with basic rules based on pain level:
1%~15% Pain → +0.25 daily
15%~40% Pain → +0.5 daily
40%~80% Pain → +0.75 daily
Over 80% Pain → +1.0 daily!
If the prisoner had a mental breakdown within the last day (60000 ticks), all progress changes for this cycle are halved.
How to Recruit
When willingness reaches the target value, an orange join request letter will pop up automatically.
Choose **Accept** or **Decline** — the choice cannot be repeated.
Accepting turns the prisoner into a colonist, and their culture will automatically switch to the colony’s culture.
Successful recruitment or rejection will give corresponding mood buffs to your colonists.
How to Use
Down and capture prisoners normally; the mod calculates all data automatically.
Check prisoner recruitment progress and details via the new bottom UI bar.
Just maintain prisoners' food, living conditions and mood, wait for the orange letter and accept the request.
If a prisoner escapes and is recaptured, their willingness will be multiplied by 0.5.
Extra Notes
Long check interval, almost no performance impact.
Safe to add mid-save; not recommended to remove mid-save.
No anti-escape mechanic for high-mood prisoners yet(Had achieve!)
Minor bugs may exist in early versions; all critical bugs are fixed. Report any issues and I will try to fix them.
Update Log
3/29 Update
Added auto culture conversion after prisoners join.
Prisoners will automatically adopt your colony’s culture after recruitment. Auto-detects Ideology DLC compatibility, works normally without the DLC, no extra dependencies.
5/10 Major Update
Added visual UI interface, accessible from the bottom UI bar.
Added option to toggle debug console output (default off), only for developer debugging, please keep it disabled.
Fixed repeated letter refresh issue.
Optimized file and code structure.
Fully complete localization for Simplified Chinese, Traditional Chinese and English.
Added setting option:Show Bottom UI Button.
5/11 Feature Update
Added a new feature: once a prisoner reaches a certain recruitment progress, the prison break interval extension will be activated.
The extension multiplier can be set from 0x to 10x.
Both the progress threshold and multiplier value are fully customizable in the mod settings!