Getting sick of your ever-increasing colony size in Rimworld? Want to trim the herd down a bit? Search no more as we are going to tell you how to get rid of those extra colonists. You will have a fire starting pyromaniac among your ranks no more!
How to Banish a Colonist
To banish a colonist in Rimworld you just have to select them and then press onto the icon that looks like a little door in their ‘Bio’ tab. After pressing this button you will be asked to confirm your decision to banish this colonist. Select the accept button and the pawn will no longer be apart of your faction but will remain in the game and may turn up in future events. See the image below to for help on finding the banish button.
Why Should You Banish a Colonist You Don’t Need
Sometimes you may just find that you have too many colonists to manage. With harsh winters and a dwindling food supply, banishing a colonist may be sad at first but you might realize it is necessary to the colony’s survival. Banishing a colonist doesn’t have to be the end of their journey. You may even trap a pawn that you’ve banished and arrest them so you can have them rejoin the colony at a later date.
Another reason you might want to banish a colonist is if they have an undesirable trait. Some traits will cause your pawns to start more social fights with other members of the colony and thus, give everyone a negative mood debuff. Enough bad moods going around at the wrong time, such as around a raid can be detrimental. One trait that many players try to avoid is the Pyromaniac trait. Colonists with this trait have a chance to randomly start fires if their mood drops too low and they find themselves having a breakdown. I don’t have to explain to you why this is a bad thing.
Alternatives to Banishing a Colonist
Some might think that banishing a colonist is the only way that you should deal with colonists that you don’t want. Luckily in Rimworld, there’s always a way. Banishing a colonist comes with it’s risks. If you leave a colonist behind all of the other pawns still apart of your colony will get a mood debuff of -3 per banished colonist. This debuff will multiply if you banish many colonists at once.
Some of the alternatives to banishing could be simply to have the colonist assigned to clean up the colony. Using the work tab you can assign different job roles to different colonists. Having a dedicated cleaner is very important to large bases as pawns will be happy to live in a clean environment.
You could also surgically remove the colonists ability to walk. If you have a pyromaniac and are worried about the fact that they may be starting fires everywhere around your colony, you can open their health tab and assign a peg leg to either leg on their body. These legs can be later removed to leave the colonist with no way of moving.
Another option for getting rid of a colonist will earn you a bit of silver. There are some factions in the game that accept and sell slaves. You can sell any of your colonists to them as slaves. Depending on the colonist’s health, skills and what bionics they may have equipped they may be worth a lot of money! Keep in mind that unless you have mods installed that prevent it, there is a large mood debuff for the whole colony if you decide to sell someone into slavery.
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