Prisoner Sentencing

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Author: Squishyjellyfish

Last revision: 7 Jun at 17:20 UTC

File size: 2.21 MB

On Steam Workshop

Description:
Stop micromanaging your prisoners.

Every colony ends up with a prison full of captives and no proper plan for them. This mod gives every prisoner a sentence status – a simple label that tells your wardens how to handle them automatically.

It also tracks break risk for every prisoner – how likely they are to escape. By default, high-risk prisoners actually attempt prison breaks more often. You can turn this off and keep it display-only if you prefer.

10 Sentence Statuses

Awaiting Judgement – Fresh capture. Wardens maintain only until you choose a sentence.

Temporary – Hold for 2, 3, 7, 14, or 30 days, then release. Former colonists rejoin the colony; enemies are escorted off-map. Useful for cooling off colonists after a mental break, or keeping enemies around until ransom.

Organ Donor – Queues kidney, lung, then heart last. Blocks release and execution until harvesting is done. Sends a letter when finished.

Exile – Release once healthy enough to leave.

Execution – Sets Execution interaction and blocks chat, convert, and enslave jobs.

Enslave – Sets Enslave interaction and blocks execution or release.

Recruit – Sets Recruit interaction and blocks execution or release. With Ideology, wardens can convert first, then recruit.

Subdue – Wardens reduce resistance through conversation, then release once broken. Former colonists rejoin; enemies walk free. Shows live resistance in the Prisoners tab.

Hemogen Farm – Doctors extract hemogen packs safely and keep the prisoner alive for repeat extraction. Hidden without Biotech.

Life Sentence – Permanent imprisonment. Wardens only feed and tend. No chatting, recruiting, converting, enslaving, or auto-release. Freed only by execution or manual sentence change.

The Prisoners Tab

A new dedicated tab on the bottom bar (between Colonists and Animals) shows all your prisoners at a glance:

  • Name
  • Status – click to change. Colour-coded accents (or minimalist greyscale). Shows countdown for Temporary prisoners.
  • Best Skill – highest skill name and level for quick evaluation (e.g. Medicine (12))
  • Break Risk – estimated escape risk (0-100%) based on sentence, traits, resistance, health, and prison conditions. Colour-coded from green (safe) to yellow, orange, and red (dangerous).
  • Origin – column showing where each prisoner came from.
  • Medical Care

Row tooltips Hover over the Sentence or Best Skill column to see a tooltip with the prisoner’s name, current sentence (coloured), xenotype (Biotech), best skill and level, age, royal title (Royalty), psycaster level (Royalty), and lock status.

Click the ▼ button on the Status header to mass-assign every unlocked prisoner to one status at once.

Click the gear icon next to Manage Rules for a quick settings menu. Toggle auto-sentencing, sentence colours, extended presets, break risk bias, and Organ Donor without leaving the tab.

Click the tiny lock square next to any prisoner to lock their status. Locked prisoners are skipped by mass-assign and auto-sentencing, but you can still change them manually.

Break Risk System

Every prisoner shows an estimated break risk percentage – a measure of how likely they are to attempt escape. The calculation weighs:

  • (default off) Sentence – Execution (50%), Organ Donor (45%), Life Sentence (38%), and others contribute varying amounts.
  • Traits – Bloodlust (+25%), Volatile (+20%), Tough (+8%), Brawler (+5%), Nervous (+12%), Wimp (-10%)
  • Resistance – higher resistance = higher risk
  • Health – injuries and need for rest reduce risk (they’re in no shape to run)
  • Prison conditions – no bed (+10%), steel/plasteel door (-8%), wooden door (+5%)

Anxiety (optional) – when "Sentences affect break risk" is enabled, prisoners left on Awaiting Judgement build +2% break risk per day (max +30%) from the stress of uncertainty. Once sentenced, the anxiety resets.

The break risk system affects prison breaks by default. High-risk prisoners attempt escapes more often; low-risk prisoners stay calm. Toggle "Enable prisoner escape attempts" in the Quick Settings gear menu or Mod Options to turn this off and keep break risk display-only.

Smart Auto-Sentencing Rules

Set up IF-THEN rules that automatically sentence new prisoners on capture. Rules run top-to-bottom, and the first match wins.

Conditions include: Skill ≥, Skill <, Has Trait, Is Race, Is Xenotype (Biotech), Age ≥, Age <, Has Title, Is Psycaster, Is Healthy, Any Skill ≥, All Skills <, Prisoners ≥, and Prisoners <.

Trait rules support multiple traits with Any/All logic, including traits added by other mods. For example, execute anyone with Pyromaniac or Bloodlust, or only recruit prisoners who are both Beautiful and Sanguine.

You can chain two conditions per rule, such as "Shooting ≥ 10 AND Crafting ≥ 8".

Default enabled rules:

  • Has Trait: Pyromaniac → Execution
  • Skill ≥ Medicine: 8 → Recruit

Default disabled rules:

  • Any Skill ≥ 15 → Recruit
  • All Skills < 4 → Organ Donor
  • Is Xenotype: Hussar → Enslave (Biotech only)

Rules are fully editable. Add, delete, reorder, enable, or disable them through [Manage Rules] on the Prisoners tab or through Mod Options.

Quest Prisoner Protection

Quest lodgers, helpers, and refugees are automatically protected. Auto-sentencing, mass-assign, organ harvest, and auto-release all skip them. No more accidentally executing the duke’s nephew.

Settings

Includes toggles for auto-sentencing, auto-setting prisoner interaction, alert letters, Ideology auto-convert, Organ Donor visibility, auto-harvest before execution, herbal-only auto-harvest, sentence colours, inspect gizmo, extended Temporary presets, and break risk behaviour.

Integrated Mod Support

  • Vanilla Skills Expanded — Passion conditions (Critical/Natural) appear automatically when VSE is loaded.
  • Mods that add new Skills are supported.
Performance

Designed to be lightweight. Minimal allocations, and all managers run on a 250-tick interval (4 times per second). Will not slow down your game even with 100+ prisoners.

Compatibility

Tested safe with Dubs Mint Menus, Numbers, Hospitality (Continued), More Slavery Stuff, Death-Sentence, and All current DLC. Ideology DLC features are optional soft dependencies.

Tested in an active playthrough with 1300+ mods enabled – I did not encounter any errors or issues from this mod during that testing.

Known conflicts: Any mod that adds a "Prisoners" main tab will clash with this one. Let me know of any compatibility issues.

Prison Labor. A compatibility patch is planned but requires significant integration work.

Also safe to add and remove mid-save.

Disclaimer

This is my first mod. I originally made it mostly for personal use, but decided to publish it in case anyone else finds it useful.

I do not intend to hide the fact that AI has helped during development. The mod has still been tested by me, and I hope it is useful to the people who choose to install it.

Made with the help of AI and Modmixer.

Mod – V2.0.1

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