Selective Beggars
UPADTE 2: Fixed all the bugs with beggars event triggers not firing properly, added VEE back-support and optimized the tick rates some more, should be good to go now :) Desperate travelers arrive at your colony's edge, begging for help.
UPADTE 2: Fixed all the bugs with beggars event triggers not firing properly, added VEE back-support and optimized the tick rates some more, should be good to go now :)
Desperate travelers arrive at your colony's edge, begging for help. Will you save them all, cherry-pick the best, or turn them away? Your choices have consequences.
When a group of beggars arrives, they'll set up a temporary camp with a campfire near your colony. You have limited time to decide their fate before desperation drives them to extreme measures.
- They will sit at the maps edge by their fire, not at your front door.
- Recruit All: Take in the entire group - gives major mood bonuses
- Cherry-Pick: Select only the best candidates - causes guilt among the colony
- Ignore Completely: Let them fend for themselves - risk theft and severe mood penalties
- It's a higher chance of success with a higher Social skill, scales dynamically
- Rescued All Beggars: +12 mood for 3 days (major heroism bonus)
- Abandoned Travelers: Negative mood scales with percentage left behind
- Drove Beggars to Crime: -5 mood when your neglect forces them to steal
- Sadistic Joy: +4 mood for bloodlust/cannibal colonists who enjoy human punching bags and food delivery 💀
- Ideology integration: Charity precepts double the guilt penalty - DLC optional
- If ignored, beggars will attempt theft based on desperation level
- Trait-based modifiers: Psychopaths, greedy, and bloodthirsty beggars more likely to steal
- Cherry-picking reduces theft chance
- Can be safely added to existing saves
- Removal requires waiting for active beggar events to resolve
This mod is designed to create meaningful choices with real consequences. There's no "correct" answer:
- Helping everyone is expensive but morally rewarding
- Selective recruitment saves resources but creates guilt
- Ignoring beggars risks theft and severe mood penalties
- Your colony's ideology and traits determine which choice hurts most
Updated; Toggle added to allow beggars to approach you like vanilla, no campfire this way, also mod's way has been brought closer in to prevent map edge probs :)
None currently known. Please report bugs in the comments!
✨ This mod was made for a requester on Discord ✨