Tired of arresting your colonists just to convert them? Or sick of manually targeting a pawn with your moral guide one awkward conversation at a time?
Assign a pawn as a Missionary and let them handle it. They'll seek out idle colonists with the wrong beliefs, walk right up to them, and talk their ear off, chipping away at their certainty until it hits zero. At zero, the target flips to the missionary's ideology.
No blueprints. No micromanagement. Just relentless, autonomous ideological persuasion.
The Pitch
Vanilla already has a Warden conversion loop for prisoners. This mod gives you the same loop but for colonist-on-colonist conversion. Your moral guide ritual still works exactly as before. This just adds a hands-off background option that runs whenever your missionary is free and a target is idle.
How It Works
- New Convert work type with the Missionary pawn label, tied to the Social skill
- Missionaries scan for idle colonists in the home zone whose ideology differs from their own
- When a target is found, the missionary walks over and starts a roughly 10-second conversation
- Speech bubbles fire every couple of seconds during the chat for ambience
- When the conversation completes, the target loses certainty in their current ideology
- When certainty hits zero, the target converts to the missionary's ideology and you get a notification
Skill Scaling
Social skill drives how much certainty each conversation strips:
- Social 0: about 2.4% per conversation
- Social 8: about 6.0% per conversation
- Social 20: about 12.3% per conversation
A high-Social missionary can flip a target in three or four sessions. A Social 0 evangelist will be at it for a while. Pick accordingly.
Cooldowns and Pacing
- After a chat, the recipient is off-limits for 8 in-game hours. This stops your missionary from chain-locking the same person and gives the rest of the colony breathing room
- The cooldown sits on the recipient, not the missionary, so two missionaries won't pile onto the same target
- Vanilla ideological conversion attempts are suppressed during the chat and for 30 seconds after, so nobody flips themselves at the wrong moment
Targeting Rules
- Only idle or recreating colonists are approached. Working pawns are left alone
- Targets must be inside the home zone
- Hospitality guests and lodgers are skipped
- Missionaries don't target pawns who already share their ideology
Player Visibility
Hover the certainty bar on a colonist's Social tab to see how long they're locked out from being re-targeted. Useful if you're wondering why your missionary stopped hassling someone.
Compatibility
- Requires the Ideology DLC
- Requires Harmony
- Plays nicely with Hospitality. Guests and lodgers are excluded from targeting
- No vanilla files overwritten. One small Harmony prefix on Pawn_IdeoTracker.IdeoConversionAttempt to prevent double-conversions during the chat window
- No known conflicts at the time of writing. If you hit one, let me know and it will be resolved
Save Safety
Safe to add to existing colonies. Removing the mod from a save will print a one-time warning about the missing component, then load normally with no further issues.
RimWorld 1.6. Ideology required.