
RimWorld Prison and Recruitment Guide: Converting Captives Fast
How to build a prison, break prisoner resistance and will fast, and keep captives from breaking out in RimWorld.
Prisoners are the cheapest source of new colonists in RimWorld. A raid hands you three or four downed bodies, and a few days of warden chatter turns one of them into a farmer with Plants 12. The whole system runs on two numbers, resistance and will, and both drop faster when the prisoner is comfortable and your warden can actually talk. Here's how to set that up, and how to keep everyone from sprinting for the map edge while you wait.
Building an Effective Prison Cell
A prison is just a bedroom you flagged for prisoners. Build a fully enclosed room, drop in a bed or sleeping spot, select the bed, and hit "For Prisoners." The beds turn orange and you're done. One bed makes it a prison cell, two or more makes it a prison barracks.
Two rules matter more than anything else here. The room has to be sealed with walls, doors, coolers, or nutrient paste dispensers, because mobile prisoners walk straight out any gap, and colonists can't share the room. The moment you flag one bed, every bed in that room converts, so don't lean a guest bed against the prison wall.
For recruitment speed, treat the cell like a bedroom you'd want to sleep in:
- Comfortable bed. Prisoners feel the room's impressiveness the same way colonists do.
- Light, a table and chair, maybe a sculpture or stone tiles. Impressiveness pushes mood up, and mood is one of the biggest multipliers on resistance reduction.
- Temperature control. A cooler or vent keeps them from freezing in a boreal winter or cooking in a heat wave.
- Food they can reach. A storage spot with meals inside the cell, a warden delivery, or a nutrient paste dispenser facing in from the wall. Mobile prisoners eat the best-mood food they can get to and ignore food restrictions entirely.
One prisoner per cell beats a barracks for recruiting. Single cells mean better moods (no shared-room penalty), and when a break happens only one person stands up instead of four. If you're running a big slaver operation that flips, since barracks are way less micromanagement, but for plain recruiting keep it small.
Location counts too. Put the prison away from your armory and away from weapon stockpiles, because escaping prisoners grab whatever's near the door. Keep the exit path long: an escapee has to physically walk to the map edge, so a prison in your mountain's heart buys you a lot more response time than one on the perimeter.
You can make a prison anywhere in about two seconds with sleeping spots. Got a downed raider and no cell? Convert a colonist bedroom, or throw two sleeping spots in a cave and flag them. Just remember two spots in one room makes a barracks, even with a single prisoner.
Recruitment Difficulty and Resistance Mechanics
Every prisoner has two separate stats, and mixing them up is the most common mistake in the whole system.
Resistance is the unwillingness to join your colony. It starts at a value rolled from the prisoner's pawn kind, and your warden has to chip it to 0 before recruitment attempts even begin. The official wiki lists the ranges: tribal Warriors roll 5 to 9, Hunters 10 to 16, Archers 17 to 27, and Pirate Scavenger Gunners 17 to 26. Faction chiefs are the worst, with Berserker Chiefs at a brutal 38 to 58.
Recruitment difficulty is a separate percentage on the pawn that governs the actual join chance once resistance is gone. This one you can't lower. It rolls per conversation attempt, weighted by the prisoner's mood, their faction, how many colonists you already have, and your storyteller. So the flow is: burn resistance to 0, then keep chatting until the join roll lands.
How fast resistance falls per conversation:
- Base of 1.0 resistance per talk
- Times the prisoner's opinion of the warden (50% at −100 opinion, 100% at neutral, 150% at +100)
- Times the prisoner's mood (20% at 0% mood, 100% at 50%, 150% at max mood)
- Times the warden's Negotiation Ability
That last one is why your warden choice matters so much. Negotiation Ability starts at 40% at Social 0 and climbs 7.5% per level, so Social 8 hits 100% and a Social 20 warden sits at 190%. A skill-20 talker nearly doubles the speed of a skill-0 one. Talk and Hearing capacities factor in too, so a warden with a busted jaw works way slower than their Social skill suggests.
Practical setup:
- Pick your highest-Social pawn and give them the Warden work tab, nothing else competing for their time.
- Set the prisoner to Recruit, not Reduce Resistance. Recruit does both jobs: it lowers resistance and then starts rolling join attempts automatically. Reduce Resistance just lowers it forever and never recruits, which is mostly a trap option for recruitment purposes.
- Keep mood high with the comfortable cell and decent meals from the last section. At high mood you're getting roughly 1.5x the reduction per conversation.
- Let them talk. There's a delay of several hours between conversations, so a warden dedicated to the job gets far more chats in per day than one who's also your cook.
Two DLC shortcuts are worth knowing. With Royalty, the Word of Trust psycast (level 1, 60% psyfocus) knocks 12 resistance off in one cast, which fully recruits most early raiders instantly since their resistance caps are below 12. It can't do the final recruitment roll, just the resistance. With Ideology, the Brainwipe psychic ritual drops resistance to 0 in a single use and even strips unwavering loyalty, at the cost of a shard and a coma.
Watch for unwaveringly loyal prisoners. They have no resistance stat at all and can't be recruited through the normal path. Check for the tag before you spend a week feeding someone who'll never join. If unwavering prisoners are bugging you, the storyteller settings can disable them.
One more thing worth knowing: if a raid downs someone you really want, you can sometimes down them safely on purpose. Psychic shock lances, bleed kiting, and tox gas all drop pawns without the instant-death roll that regular pain-downs carry.
Ideology and Faction Effects on Recruitment
With the Ideology DLC, a prisoner's beliefs matter as much as their mood.
The Convert interaction tries to flip the prisoner to your warden's ideoligion, and it's often worth doing before you recruit. A pawn who joins while still following the enemy's faith keeps that faith, and a hardcoded disagreement like "Rancher vs Cannibal" gives you mood problems forever. Conversion also has a mechanical payoff: it's much easier to lower certainty than to argue someone out of a religion they're certain about.
Certainty is the hidden bar here. Every prisoner starts at some certainty level in their own ideoligion, and warden conversion attempts grind it down. When it hits 0, they convert. The catch is that a Crisis of Belief mental break can shortcut this by cutting certainty in half instantly, and a prisoner whose certainty would drop to 0 or below from a crisis instead converts to a random ideoligion, which might not be yours. If you're crisis-fishing, push their certainty low first, then let the break land.
Counterintuitively, the play for conversion is the opposite of the play for recruiting:
- Recruiting: keep them happy. High mood means faster resistance reduction.
- Converting: keep them miserable. Low mood slows certainty gain and pushes them toward crisis breaks. Dark cramped cells, no bed, kibble or raw food, that's the toolkit.
So if you want both, convert first in the gloomy cell, then upgrade the cell and recruit with mood maxed.
Traits change how well any of this works. Some traits raise the Global Certainty Loss Factor, which makes normal warden conversion effective. Iron-willed types with certain precepts shrug it off, and then a forced crisis is about your only lever. Aggressive xenotypes (Yttakin, Wasters, Neanderthals) mostly pick berserk breaks instead of crises, and Hyper-aggressive pawns like Hussars almost never crisis at all, so those are close to unconvertible by this route.
Your own ideoligion's precepts swing the ethics of the whole prison. Slavery precepts run from Abhorrent to Honorable, and a colony that honors slavery gets mood bonuses where a normal colony eats penalties. Execution precepts work the same way: "Execution: Respected if Guilty" gives +3 mood colony-wide and +10 to the executioner for killing a guilty prisoner, and fluid ideoligions even earn development points from it.
Faction effects are simpler. Recruiting a prisoner from a hostile faction doesn't hurt relations any further, but capturing from a neutral or allied faction turns them hostile on the spot. And releasing a healthy captive from a non-permanently-hostile faction gives +12 goodwill, which makes prisons a diplomacy tool too. Pirates and savage tribes have no goodwill to gain, so releasing those is pointless.
Organ Harvesting and Slavery Tradeoffs
So who doesn't get recruited? Plenty of prisoners aren't worth the food. A raider with a shattered spine needs a bionic spine to ever work again, and unwaveringly loyal ones can't join at all. You've got options, and they all have prices.
Organ harvesting is the classic. The wiki's baseline: you can take one kidney and one lung without killing the pawn, and taking the heart, the liver, or the second kidney or lung is fatal. Harvesting any organ gives a −6 mood penalty to the colony that stacks with diminishing returns, and killing a prisoner through harvest makes it worse. Ideoligion precepts can cancel or even reward this.
Prices from the wiki's trading data run around 250 silver for a kidney, 400 for a lung, 500 for the heart, and 500 for the liver. Compare that to selling the whole prisoner, which nets roughly 60% of their market value, often somewhere in the 1000-plus range for a decent pawn, and selling costs −3 mood per prisoner instead of stacking −6s.
Artificial parts are the free lunch. Bionic legs, arms, and eyes can be removed with no mood penalty at all, so a raider who showed up wearing 3,000 silver of chrome is a walking parts warehouse. The gene extractor and subcore ripscanner (Biotech) also run on prisoner bodies, the latter being fatal by design.
Slavery (Ideology DLC) is the third path, and it's genuinely different from recruiting. Instead of resistance you reduce will, and will starts much lower than resistance, so enslaving is a lot faster than recruiting. You also get help from an Inspired Recruitment, which lets you enslave instantly.
What you get is a worker, not a colonist:
- 85% global work speed, no motivation to hustle
- No Recreation need and better baseline expectations (slave expectations give mood bonuses up to +46 at the lowest tier)
- Barred from Warden, Hunt, Art, and Research work, and treated as 0 Intellectual for tasks with skill requirements like crafting medicine
- Slavery overrides old work restrictions, so a pawn who "can't do dumb labor" suddenly can
- Contributes 75% of the raid points of a regular colonist, so a big slave workforce inflates incoming raids less than colonists would
The cost is rebellion. Slaves revolt on a schedule, with a base mean time between rebellions of 45 days, modified down by low mood, low suppression, nearby weapons, and bad movement. That interval formula divides by a suppression factor that runs from 5x at 0% suppression to 0.25x at 100%, so suppression is the whole game. Warden "Suppress" interactions, slave collars (+15% suppression loss offset per day) and body straps (+15%), terror sculptures, and melee beatdowns all push it up. Suppress falls by up to 20% per day on its own, so this is a treadmill, not a set-and-forget.
The honest comparison: recruiting costs more time and food but gives you a full colonist with no rebellion timer. Slavery is fast and cheap but every slave is a delayed problem, and if your colony's precepts hate slavery you're stacking mood penalties across the board. A colony with an anti-slavery ideoligion shouldn't bother, and a colony running slaver precepts probably shouldn't recruit anyone it could enslave.
Release is still the quiet best answer for prisoners you don't want. No mood hit at all, plus that +12 goodwill if they're from a faction that tracks it. Sometimes walking someone to the map edge beats both the scalpel and the collar.
Handling Prison Breaks and Riots
Sooner or later someone runs. Prison break chance rolls per prisoner on a timer, and the wiki lists what moves that interval:
- Door count and type. More than one door on a cell shortens the interval. All-security-doors (Anomaly DLC) lengthen it by 1.1x.
- Moving capacity. Pawns at 0% Moving never attempt escape. Note this is the Moving capacity stat, not move speed, so peg legs slow the roll but a flak vest doesn't.
- Aggression genes.
- Prisoner count. Each prisoner rolls separately, so more prisoners means more total break attempts in the same period.
- Map exits. No exit, no break. Orbital and underground maps can't have prison breaks at all.
When a break fires, every room within 20 tiles of the starter has a chance to join: the original room always does, others flip a coin, and every prisoner in a joined room breaks too. That 20-tile spread is why a tight prison block turns one angry hunter into a full riot, and why spacing cells out contains the blast radius.
During a break, prisoners can open every door you own. Not just their cell door, any door, so extra doors between the cell and outside slow your colonists down more than they slow the escapees. They'll also grab weapons if any are in reach, including weapon-like utility items, so armories next to the prison are basically handing out free guns. Keep weapon stockpiles far away, and watch for weapons your own pawns dropped in the last fight.
Actually stopping a break without killing anyone:
- Use low-damage weapons. Fists, a few unskilled melee brawlers work better than one expert, and since prisoners are downed by pain you want lots of small hits, not one shotgun blast.
- EMP for brain-shock implants. Prisoners with brain-shock-capable implants go down instantly and safely to EMP weapons or EMP grenades. Long-term or violent prisoners are good candidates for an implant.
- Wall them in. Prisoners who can't path out stop attacking the door and wander their cell. A berserk prisoner punches the weakest tile (usually the door), and a Construction pawn repairing that door constantly trains Construction while the berserker accomplishes nothing.
- Animals in the cell. Berserking prisoners prioritize free-roaming animals over the door, so a sleeping spot for a dog or two inside the prison is an automatic suppression system. Straw matting handles the filth problem.
- Dead legs or the dead calm gene. Cutting both legs off or installing the dead calm gene stops breaks and berserk attempts entirely. Ruthless, but it's the only complete vanilla fix, and a prisoner with no legs can't escape or mental break.
Berserk prisoners are a different problem from breakers. They fight other prisoners first, then punch their way out through the weakest thing they can find. Same toolbox applies: low damage, walls, animals.
Once they're down again, the prisoner gets carried back to a bed and the timer resets. Recapturing escaped prisoners from a faction that's turned friendly since you caught them doesn't cost you relations, so breaks are annoying rather than diplomatic disasters.
The boring truth is that breaks mostly punish sloppy bases. One door per cell, cells spread a bit apart, armory on the far side of the map, prison deep inside your walls, and a couple of EMP launchers in a nearby stockpile. Do that and most breaks end with a bruised prisoner walking back to bed, and you keep the recruit you spent a week talking to.