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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Amkie</id>
	<title>RimWorld Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Amkie"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Amkie"/>
	<updated>2026-06-28T04:10:27Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=List_of_animals&amp;diff=180881</id>
		<title>List of animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=List_of_animals&amp;diff=180881"/>
		<updated>2026-06-19T18:06:05Z</updated>

		<summary type="html">&lt;p&gt;Amkie: Foraging column in trainability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{main|Animals}}&lt;br /&gt;
{{Recode|reason=Selectable columns to make manageable table sizes? may run into template size limits.}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
Wild [[animals]] can spawn in specific [[biomes]], whereas almost any animal may be purchased from [[trade]]rs. The following animals: [[Alpaca]], [[Bison]], [[Donkey]], [[Dromedary]], [[Elephant]], [[Horse]], [[Muffalo]], [[Yak]], can carry items in [[Caravan]]s (See [[Pack animal]]).&lt;br /&gt;
&lt;br /&gt;
Animals which produce [[milk]], [[eggs]] and [[wool]] when tamed are listed on the pages for those resources.&lt;br /&gt;
&lt;br /&gt;
This table is only intended as an overview of the most important stats - for more, see [[List of animals/Additional]].&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot; | Animal&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | MHS&amp;lt;ref&amp;gt;[[Minimum Handling Skill]] required to train/tame this animal.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[Trainability]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Diet&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[Pen animal|Pens]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=number | Hunger Rate&amp;lt;ref&amp;gt;Nutrition lost per day.&amp;lt;/ref&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=number | Offspring Per Year&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Yields&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=number | Average DPS&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Move Speed&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; data-sort-type=number | Health Scale&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | [[Manhunter]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &amp;lt;abbr title=&amp;quot;Assuming they sleep on the ground and mate as soon as possible.&amp;quot;&amp;gt;M&amp;amp;nbsp;/&amp;amp;nbsp;F&amp;lt;/abbr&amp;gt; &amp;lt;ref&amp;gt;Ratio of Males to Females&amp;lt;/ref&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; data-sort-type=number | Nutrition Efficiency&amp;lt;ref name=&amp;quot;noMilking&amp;quot;&amp;gt;Nutrition of meat and milk out for each nutrition in, when babies/adults are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking. For a list that doesn't include milking see [[Animal husbandry#Butchering|Animal husbandry]].&amp;lt;/ref&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color:#52a76f; border-style: none;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-style: none;&amp;quot;| [[File:Obedience.png]]&lt;br /&gt;
! [[File:Release.png|link=]] &lt;br /&gt;
! [[File:Rescue.png|link=]]&lt;br /&gt;
! [[File:Haul_animal.png|link=]]&lt;br /&gt;
! [[File:Forage.png|link=]]&lt;br /&gt;
! data-sort-type=number | Meat &amp;lt;!--Yield---&amp;gt;&lt;br /&gt;
! data-sort-type=number | Leather &amp;lt;!--Yield---&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge when harmed&amp;quot;&amp;gt;Hunt&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! &amp;lt;abbr title=&amp;quot;Chance of revenge on a failed tame attempt&amp;quot;&amp;gt;Tame&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when babies are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Baby Slaughter&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! data-sort-type=number | &amp;lt;abbr title=&amp;quot;Nutrition of meat and milk out for each nutrition in, when adults are slaughtered, for an ideal ratio of males:females, and assuming constant pregnancy and immediate milking&amp;gt;Adult Slaughter&amp;lt;/abbr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#ask:[[Category:Animals]] [[Name::!Human]] [[Type::Animal]]&lt;br /&gt;
| named args=yes&lt;br /&gt;
| ?Name=?Name&lt;br /&gt;
| limit = 500&lt;br /&gt;
| format = template&lt;br /&gt;
| sort = From DLC, Name&lt;br /&gt;
| template=Animals/Row}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Animals|#List of animals]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Template:Animals/Row&amp;diff=180880</id>
		<title>Template:Animals/Row</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Template:Animals/Row&amp;diff=180880"/>
		<updated>2026-06-19T18:05:57Z</updated>

		<summary type="html">&lt;p&gt;Amkie: Foraging column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;!-- Offspring per year calculation --&amp;gt;&lt;br /&gt;
{{#vardefine:gestation|{{#show:{{{?Name}}}|?Gestation Period Days|default={{#vardefineecho:eggInterval|{{#show:{{{?Name}}}|?Egg Laying Interval}} }} }} }}&lt;br /&gt;
{{#vardefine:litter_size|{{#show:{{{?Name}}}|?Eggs Per Clutch Average|default={{#show:{{{?Name}}}|?Average Offspring Per Birth|default={{#if:{{#var:gestation}}|1}} }} }} }}&lt;br /&gt;
&amp;lt;!-- Nutrition efficiency calculation --&amp;gt;&lt;br /&gt;
{{#vardefine:females|1}}&lt;br /&gt;
{{#vardefine:males | {{#expr: 1 / ({{#var:gestation}} * (24 - 10.5 / {{#show:Animal sleeping spot|?Rest Effectiveness}}) / ({{#show:{{{?Name}}}|?Mate Mtb Hours}} * {{#if:{{#var:eggInterval}}|1|2}} )) }} }}&lt;br /&gt;
{{#vardefine:milk_nutrition_production&lt;br /&gt;
 | {{#ifeq: {{#show: {{{?Name}}}|?Milk Name|link=none}} | Milk&lt;br /&gt;
    | {{#expr:{{#var:females}}*{{#show: {{{?Name}}}|?Milk Amount#}}/{{#show: {{{?Name}}}|?Milking Interval Days#}}*{{#show: Milk|?Nutrition}}}}&lt;br /&gt;
    | 0&lt;br /&gt;
  }}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:baby_slaughter_production&lt;br /&gt;
 | {{#expr:{{Meat Production| {{{?Name}}} | Baby | {{#var:females}} | {{#var:males}}}} + {{#var:milk_nutrition_production}}}}&lt;br /&gt;
}}{{#vardefine:baby_slaughter_consumption&lt;br /&gt;
 | {{Nutrition Consumption| {{{?Name}}} | Baby | {{#var:females}} | {{#var:males}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:adult_slaughter_production&lt;br /&gt;
 | {{#expr:{{Meat Production| {{{?Name}}} | Adult | {{#var:females}} | {{#var:males}}}} + {{#var:milk_nutrition_production}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#vardefine:adult_slaughter_consumption&lt;br /&gt;
 | {{Nutrition Consumption| {{{?Name}}} | Adult | {{#var:females}} | {{#var:males}}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- Actual row --&amp;gt;&lt;br /&gt;
! {{Icon Small|{{{?Name}}}|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | {{DLC Icons|{{{?Name}}} }}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Minimum Handling Skill#}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Guard#}}  | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Attack#}} | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Rescue#}} | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Haul#}}   | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Can Train Forage#}} | true=[[File:check.png|24px|link=]] | false=[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{#switch: {{#show: {{{?Name}}}|?Diet#}}&lt;br /&gt;
  | herbivorous =                 [[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&amp;amp;nbsp;[[File:Potato plant.png|24px|Plants|link=]]&lt;br /&gt;
  | dendrovorous =                [[File:Woodlog b.png|24px|Trees|link=Trees]]&lt;br /&gt;
  | raw meat and corpses =        [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:DownedRefugee.png|24px|Corpses|link=Corpse]]&lt;br /&gt;
  | carnivorous =                 [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&lt;br /&gt;
  | omnivorous =                  [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | omnivorous grazer =           [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Potato plant.png|24px|Plants|link=]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | herbivorous, dendrovorous =   [[File:Potato plant.png|22px|Plants|link=]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&amp;amp;nbsp;[[File:Wood.png|24px|Trees|link=Trees]]&lt;br /&gt;
  | carnivorous, ovivorous =      [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Egg fertilized.png|28px|Eggs|link=Eggs]]&lt;br /&gt;
  | omnivorous, animal products = [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Milk.png|Animal products|24px|link=Category:Animal Products]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | omnivorous, ovivorous =       [[File:Meat big a.png|30px|Meat|link=Meat (disambiguation)]]&amp;amp;nbsp;[[File:Egg fertilized.png|28px|Eggs|link=Eggs]]&amp;amp;nbsp;[[File:Potatoes.png|24px|Vegetables|link=Category:Vegetarian]]&lt;br /&gt;
  | none = -&lt;br /&gt;
}}&lt;br /&gt;
| {{#if:{{#show: {{{?Name}}}|?Roam Mtb Days}}|[[File:check.png|24px|link=]]|[[File:ex.png|24px|link=]]}}&lt;br /&gt;
| {{Q|{{{?Name}}}|Real Hunger Rate|-}}&lt;br /&gt;
| {{#if:{{#var:gestation}}|{{#expr:{{#var:litter_size}}/{{#var:gestation}}*60 round 1}}|-}}&lt;br /&gt;
| {{Q|{{{?Name}}}|Meat Yield|-}}&lt;br /&gt;
| {{Q|{{{?Name}}}|Leather Yield|-}}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Mob Average DPS#}}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Move Speed Base#}}&lt;br /&gt;
| {{#show: {{{?Name}}}|?Health Scale#}}&lt;br /&gt;
| {{#expr: {{#show: {{{?Name}}}|?Turn Manhunter Chance When Attacked#}} *100}}%&lt;br /&gt;
| {{#if:{{#vardefineecho:tame_manhunt|{{#show: {{{?Name}}}|?Turn Manhunter Chance When Taming#}}}}|{{#expr:{{#var:tame_manhunt}}*100}}%|-}}&lt;br /&gt;
| {{#iferror: {{#expr: {{#var:males}} round 2}} | -}}&lt;br /&gt;
| {{#iferror: {{#expr:{{#var:baby_slaughter_production}}/{{#var:baby_slaughter_consumption}} round 3}} | -}} &lt;br /&gt;
| {{#iferror: {{#expr:{{#var:adult_slaughter_production}}/{{#var:adult_slaughter_consumption}} round 3}} | -}}&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Controls&amp;diff=90294</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Controls&amp;diff=90294"/>
		<updated>2021-08-26T20:32:22Z</updated>

		<summary type="html">&lt;p&gt;Amkie: /* Mouse controls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Basics_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default '''controls''' for RimWorld, not including controls that only work from the [[Architect]] sub-menus. &lt;br /&gt;
&amp;lt;br&amp;gt;Key bindings can be changed through Menu, Options, Keyboard configuration.&lt;br /&gt;
&lt;br /&gt;
== Key bindings == &lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=700 | {{size|&lt;br /&gt;
Movement|11}}&lt;br /&gt;
|-&lt;br /&gt;
| width=200 | {{key|W}}, {{key|↑}} || width=500 |&lt;br /&gt;
Forward&lt;br /&gt;
|-&lt;br /&gt;
| {{key|S}}, {{key|↓}} || &lt;br /&gt;
Backward&lt;br /&gt;
|-&lt;br /&gt;
| {{key|A}}, {{key|←}} || &lt;br /&gt;
Left &lt;br /&gt;
|-&lt;br /&gt;
| {{key|D}}, {{key|→}} || &lt;br /&gt;
Right&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} + {{key|W}}, {{key|S}}, {{key|A}}, {{key|D}}&amp;lt;br&amp;gt;{{key|SHIFT}} + {{key|↑}}, {{key|↓}}, {{key|←}}, {{key|→}} || Double Scroll Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=700 | {{size|&lt;br /&gt;
Camera|11}}&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Page Dn}} || width=520 |&lt;br /&gt;
Zoom In&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Page Up}} || &lt;br /&gt;
Zoom Out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  width=700 | {{size|&lt;br /&gt;
User Interface|11}}&lt;br /&gt;
|-&lt;br /&gt;
| width=150 | {{key|Esc}} || width=500 | &lt;br /&gt;
Closes any open dialogue or opens the Game Menu&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Space}} || &lt;br /&gt;
Pauses and unpauses game&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Tab}} ||&lt;br /&gt;
Toggle architect tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F1}} ||&lt;br /&gt;
Toggle work tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F2}} ||&lt;br /&gt;
Toggle schedule tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F3}} ||&lt;br /&gt;
Toggle assign tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F4}} ||&lt;br /&gt;
Toggle animals tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F5}} ||&lt;br /&gt;
Toggle wildlife tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F6}} ||&lt;br /&gt;
Toggle research tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F7}} ||&lt;br /&gt;
Toggle quests tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F8}} ||&lt;br /&gt;
Toggle world tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F9}} ||&lt;br /&gt;
Toggle history tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|1}} || &lt;br /&gt;
Normal speed&lt;br /&gt;
|-&lt;br /&gt;
| {{key|2}} || &lt;br /&gt;
3x speed&lt;br /&gt;
|-&lt;br /&gt;
| {{key|3}} || &lt;br /&gt;
5x speed&lt;br /&gt;
|-&lt;br /&gt;
| {{key|4}} ||&lt;br /&gt;
Ultra fast speed (Dev mode only)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Q}}, {{key|E}} || &lt;br /&gt;
Rotate object&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F9}} || &lt;br /&gt;
Toggle screenshot mode (turns on/off HUD elements)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F10}} || &lt;br /&gt;
Take screenshot&lt;br /&gt;
|-&lt;br /&gt;
| {{h:title|comma|{{key|,}}}}, {{h:title|period|{{key|.}}}} || &lt;br /&gt;
Select next/previous colonist&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} || Use with left mouse to select multiple items&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} || Use with right mouse to queue colonist actions&lt;br /&gt;
|-&lt;br /&gt;
| NumKeypad &amp;lt;span style=&amp;quot;font-size: small; border: 0.2em solid; border-color: #DDD #BBB #BBB #DDD; padding: 0 0.4em; background: #EEE; white-space: nowrap; border-radius: 2px;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; || Select next item in square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  width=700 | {{size|&lt;br /&gt;
Modifiers|11}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;  width=700 | Multiplier keys work on the trade screen, the items screen when forming a caravan, and for any quantity button for bills. &lt;br /&gt;
|-&lt;br /&gt;
| {{key|ctrl}} || &amp;amp;#215;10 (For any number field, multiplies the increment/decrement button by 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} || &amp;amp;#215;100 (For any number field, multiplies the increment/decrement button by 100)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}}+{{key|ctrl}} || &amp;amp;#215;1000 (For any number field, multiplies the increment/decrement button by 1000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mouse controls ==&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=700 | {{size|&lt;br /&gt;
Mouse|11}}&lt;br /&gt;
|-&lt;br /&gt;
| Left mouse button || width=520 | Select pawn, item, object&lt;br /&gt;
|-&lt;br /&gt;
| Left double-click || Select all of same type on screen '' (i.e. select all colonists; all doors; all deer.) ''&lt;br /&gt;
|-&lt;br /&gt;
| Left mouse button drag || Draw square to select multiple items&lt;br /&gt;
|-&lt;br /&gt;
| Right mouse button || Open context menu for an object, when applicable. Can be used to [[Assignment|assign]] jobs.&lt;br /&gt;
|-&lt;br /&gt;
| Right mouse button drag || On colonist bar, reorder colonists.&lt;br /&gt;
|-&lt;br /&gt;
| Scroll wheel || Zoom In/Out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Running the game]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Controls&amp;diff=90293</id>
		<title>Controls</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Controls&amp;diff=90293"/>
		<updated>2021-08-26T20:31:38Z</updated>

		<summary type="html">&lt;p&gt;Amkie: /* Mouse controls */ Right-drag on colonist bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Basics_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default '''controls''' for RimWorld, not including controls that only work from the [[Architect]] sub-menus. &lt;br /&gt;
&amp;lt;br&amp;gt;Key bindings can be changed through Menu, Options, Keyboard configuration.&lt;br /&gt;
&lt;br /&gt;
== Key bindings == &lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=700 | {{size|&lt;br /&gt;
Movement|11}}&lt;br /&gt;
|-&lt;br /&gt;
| width=200 | {{key|W}}, {{key|↑}} || width=500 |&lt;br /&gt;
Forward&lt;br /&gt;
|-&lt;br /&gt;
| {{key|S}}, {{key|↓}} || &lt;br /&gt;
Backward&lt;br /&gt;
|-&lt;br /&gt;
| {{key|A}}, {{key|←}} || &lt;br /&gt;
Left &lt;br /&gt;
|-&lt;br /&gt;
| {{key|D}}, {{key|→}} || &lt;br /&gt;
Right&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} + {{key|W}}, {{key|S}}, {{key|A}}, {{key|D}}&amp;lt;br&amp;gt;{{key|SHIFT}} + {{key|↑}}, {{key|↓}}, {{key|←}}, {{key|→}} || Double Scroll Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=700 | {{size|&lt;br /&gt;
Camera|11}}&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Page Dn}} || width=520 |&lt;br /&gt;
Zoom In&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Page Up}} || &lt;br /&gt;
Zoom Out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  width=700 | {{size|&lt;br /&gt;
User Interface|11}}&lt;br /&gt;
|-&lt;br /&gt;
| width=150 | {{key|Esc}} || width=500 | &lt;br /&gt;
Closes any open dialogue or opens the Game Menu&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Space}} || &lt;br /&gt;
Pauses and unpauses game&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Tab}} ||&lt;br /&gt;
Toggle architect tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F1}} ||&lt;br /&gt;
Toggle work tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F2}} ||&lt;br /&gt;
Toggle schedule tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F3}} ||&lt;br /&gt;
Toggle assign tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F4}} ||&lt;br /&gt;
Toggle animals tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F5}} ||&lt;br /&gt;
Toggle wildlife tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F6}} ||&lt;br /&gt;
Toggle research tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F7}} ||&lt;br /&gt;
Toggle quests tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F8}} ||&lt;br /&gt;
Toggle world tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F9}} ||&lt;br /&gt;
Toggle history tab&lt;br /&gt;
|-&lt;br /&gt;
| {{key|1}} || &lt;br /&gt;
Normal speed&lt;br /&gt;
|-&lt;br /&gt;
| {{key|2}} || &lt;br /&gt;
3x speed&lt;br /&gt;
|-&lt;br /&gt;
| {{key|3}} || &lt;br /&gt;
5x speed&lt;br /&gt;
|-&lt;br /&gt;
| {{key|4}} ||&lt;br /&gt;
Ultra fast speed (Dev mode only)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|Q}}, {{key|E}} || &lt;br /&gt;
Rotate object&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F9}} || &lt;br /&gt;
Toggle screenshot mode (turns on/off HUD elements)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|F10}} || &lt;br /&gt;
Take screenshot&lt;br /&gt;
|-&lt;br /&gt;
| {{h:title|comma|{{key|,}}}}, {{h:title|period|{{key|.}}}} || &lt;br /&gt;
Select next/previous colonist&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} || Use with left mouse to select multiple items&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} || Use with right mouse to queue colonist actions&lt;br /&gt;
|-&lt;br /&gt;
| NumKeypad &amp;lt;span style=&amp;quot;font-size: small; border: 0.2em solid; border-color: #DDD #BBB #BBB #DDD; padding: 0 0.4em; background: #EEE; white-space: nowrap; border-radius: 2px;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; || Select next item in square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot;  width=700 | {{size|&lt;br /&gt;
Modifiers|11}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;  width=700 | Multiplier keys work on the trade screen, the items screen when forming a caravan, and for any quantity button for bills. &lt;br /&gt;
|-&lt;br /&gt;
| {{key|ctrl}} || &amp;amp;#215;10 (For any number field, multiplies the increment/decrement button by 10)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}} || &amp;amp;#215;100 (For any number field, multiplies the increment/decrement button by 100)&lt;br /&gt;
|-&lt;br /&gt;
| {{key|SHIFT}}+{{key|ctrl}} || &amp;amp;#215;1000 (For any number field, multiplies the increment/decrement button by 1000)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mouse controls ==&lt;br /&gt;
{| {{STDT}} style=&amp;quot;width:100%; max-width:700px&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; width=700 | {{size|&lt;br /&gt;
Mouse|11}}&lt;br /&gt;
|-&lt;br /&gt;
| Left mouse button || width=520 | Select pawn, item, object&lt;br /&gt;
|-&lt;br /&gt;
| Left double-click || Select all of same type on screen '' (i.e. select all colonists; all doors; all deer.) ''&lt;br /&gt;
|-&lt;br /&gt;
| Left mouse button drag || Draw square to select multiple items&lt;br /&gt;
|-&lt;br /&gt;
| Right mouse button || Open context menu for an object, when applicable. Can be used to [[Assignment|assign]] jobs.&lt;br /&gt;
|-&lt;br /&gt;
| Right mouse button drag || On pawn colonist bar, reorder colonists.&lt;br /&gt;
|-&lt;br /&gt;
| Scroll wheel || Zoom In/Out&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;br /&gt;
[[Category:Running the game]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Pack_Animals&amp;diff=69157</id>
		<title>Concept:Pack Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Pack_Animals&amp;diff=69157"/>
		<updated>2020-03-25T03:39:56Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Carrying Capacity::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=69156</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=69156"/>
		<updated>2020-03-25T03:37:55Z</updated>

		<summary type="html">&lt;p&gt;Amkie: /* Pack Animals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} animal trainers receive 90 XP per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 XP per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals Tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do.&lt;br /&gt;
&lt;br /&gt;
Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and may even leave their allowed area.&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.&amp;lt;br&amp;gt;&lt;br /&gt;
More than one male can mate with the same female at once.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals will turn and attack instead of fleeing.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live Birth ===&lt;br /&gt;
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}}, and [[Duck]]/[[Goose]] as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.&lt;br /&gt;
: Eggs may start to overheat at/above {{temperature|50}}.&lt;br /&gt;
: Eggs may start to freeze at/below {{temperature|0}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal which requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it  can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life Stages ==&lt;br /&gt;
Animals all have three different life stages. Animals have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g. chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfill their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], and [[Health#Talking|talking]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made and there's a small chance it will turn manhunter and start attacking the handler and others. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may also form bonds with their handlers, or doctors.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
&lt;br /&gt;
Bonded animals will provide a constant mood buff to their masters if bonded. If the Animals skill of bonded colonists are not sufficient to handle the animal, they will not receive any mood change.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Obedience trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff and allowing the animal to be named. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they nuzzle a colonist, or form a bond with them. Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
Once Obedience is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
{{:List of animal skills}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Obedience is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.&lt;br /&gt;
&amp;lt;br&amp;gt;This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Release trained, animals can be released to attack threats from a distance.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Pack Animals ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Carrying Capacity&lt;br /&gt;
{{#ask: [[Concept:Pack Animals]] [[Carrying Capacity::+]]&lt;br /&gt;
| ?Carrying Capacity&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze meaning they don't usually require food during a caravan. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Since Alpha 16, animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.15 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat.&lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat. &lt;br /&gt;
&lt;br /&gt;
==== Bird coop ====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Chickens coop.png|An improvised chicken coop for chickens who just joined without &amp;quot;Taming&amp;quot;.&lt;br /&gt;
File:Chickens released from coop to feed.png|Turkeys released from coop to feed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Birds in general, migrate following weather, leaving the map when conditions are unsuitable. If you happen to have some in your colony, you will need to take care of them during winter as they are vulnerable to cold weather and may lose body parts to frostbite. Each according to their age will be more tolerant to cold. Construct a room with roof and a heater to keep them warm. They will need to be fed, either by creating an area to stock hay or free them during daytime so they can eat grass. They must be commanded to return before nightfall or risk being frozen (just returning to sleep isn't enough).&lt;br /&gt;
&lt;br /&gt;
Birds will eventually produce eggs, make sure your main freezer settings doesn't allow fertilized eggs if you intend to keep them reproducing. You can create another stockpile zone within the chicken coop so that the eggs remain where they were placed by the birds themselves.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room.&lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey animals should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks.&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Animals&amp;diff=69055</id>
		<title>Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Animals&amp;diff=69055"/>
		<updated>2020-03-22T00:26:02Z</updated>

		<summary type="html">&lt;p&gt;Amkie: /* Pack animals */  -- needs a fix to complete format?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Top Nav Box--&amp;gt;&lt;br /&gt;
{| align=center&lt;br /&gt;
| {{Characters_Nav}}&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!-- End of Nav --&amp;gt;&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{for|a complete search|List of animals|}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wild animals occasionally spawn on the map according to the [[biomes|biome]] and from random events. These wild animals and tamed animals will wander and graze on vegetation, including player-grown plants, regardless of type. Growing [[Resources#Raw food|food]] outdoors can sometimes attract animals to your base perimeter. Animals are an important source of [[food]] by the meat they provide once [[Orders#Hunt|hunted]] and [[butcher table|butchered]].&lt;br /&gt;
&lt;br /&gt;
Raiders will target tamed animals as often as colonists.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} animal trainers receive 90 XP per training attempt, which is increased from 60 in Alpha 13. Taming an animal also grants 90 XP per attempt, which previously did not occur. When animals nuzzle a colonist, it counts as a social interaction and is logged in the social tab of both the colonist and animal. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Animals Tab ==&lt;br /&gt;
The Animals tab is in the menu bar at the bottom of the screen. The default hotkey is {{key|F4}}.&lt;br /&gt;
* The Animals tab lists all the colony animals. Clicking an animal name will center the map to that animal. &lt;br /&gt;
* A button lists the animal's master, if it has one. Click the button to assign a new master.&lt;br /&gt;
* [[Zone/Area#Allowed area|Allowed areas]] are also listed here including Unrestricted, [[Home area]], and animal areas. Each animal stays in its assigned area unless its master is drafted.&lt;br /&gt;
* The &amp;lt;tt&amp;gt;[Manage areas...]&amp;lt;/tt&amp;gt; button at the top of the tab opens a window to edit allowed areas.&lt;br /&gt;
&lt;br /&gt;
{{asof|A14}} several features have been added to the Animals tab:&lt;br /&gt;
* Gender and life stage informational columns&lt;br /&gt;
* A &amp;quot;Slaughter&amp;quot; checkbox column to allow easy slaughtering of multiple tamed animals at once&lt;br /&gt;
* Checkbox columns for each trainable skill to allow easy training of many animals&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Most animals appear to have no limbs, just as colonists do.&lt;br /&gt;
&lt;br /&gt;
Some animals have different appearances between males and females.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
*'''Wandering:''' Animals will wander the area when they have nothing else to do, e.g. eating or hunting. When wandering, some species of animals will tend to stay together in a herd. Others will spread out alone across the map.&lt;br /&gt;
*'''Filth:''' While walking on constructed floors they can leave animal filth. The rate of producing filth is proportional to body size and wildness.&lt;br /&gt;
*'''Forbidden food:''' Hungry tame animals will eat forbidden food and may even leave their allowed area.&lt;br /&gt;
&lt;br /&gt;
=== Mating ===&lt;br /&gt;
Occasionally tamed males will approach a tamed female of the same species to initiate mating. The female will stand there, allowing males to mate with her. Afterwards the female can get pregnant.&amp;lt;br&amp;gt;&lt;br /&gt;
More than one male can mate with the same female at once.&lt;br /&gt;
&lt;br /&gt;
Wild animals do not mate.&lt;br /&gt;
&lt;br /&gt;
=== Fleeing ===&lt;br /&gt;
Passive animals will mostly flee when harmed. They will not flee if they are engaging in combat with an adversary. &amp;lt;br&amp;gt;&lt;br /&gt;
More aggressive animals will turn and attack instead of fleeing.&lt;br /&gt;
&lt;br /&gt;
If a member of a herd is harmed or killed, the rest of the herd will flee as well, scattering around.&lt;br /&gt;
&lt;br /&gt;
=== Aggression ===&lt;br /&gt;
&lt;br /&gt;
Sometimes a single animal may go mad, or every animal of the same species be driven mad by a psychic wave, and attack any humans not behind closed doors. &lt;br /&gt;
&lt;br /&gt;
If injured by a colonist or tamed pet, certain species of animals will become maddened into a manhunter state and will relentlessly seek out humans to attack. Sometimes nearby animals of the same species will be simultaneously enraged. Unless otherwise neutralized, a maddened animal will eventually return to a normal mood. Animals in manhunter state will attack doors if colonists try to go in and out of them.&lt;br /&gt;
&lt;br /&gt;
Manhunter chances are listed in the Wildlife tab of the map screen, and also on the Info tab of each individual animal's information window.&lt;br /&gt;
&lt;br /&gt;
[[File:Manhunter due to pet hunting.png|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Predation ===&lt;br /&gt;
Most carnivores are predators. When hungry, a predator will prefer an easy meal. They'll first go for meals or food types within their diet. They may go for a downed or dead animal or a human corpse. But when a hungry predator has no other food nearby, they will hunt, kill and consume almost any animal smaller than them, including your tamed animals or even your colonists. This can especially be a problem on maps with little wildlife, like on [[Biomes#Ice sheet|Ice sheets]] when a polar bear wanders in. Still, predators tend to choose more vulnerable and weaker animals, and wisely avoid boomrats and boomalopes. Their attacks usually stun their prey, leaving them unable to fight back or flee.  A predator will focus all their attacks on their downed prey, so if they do down your colonists or livestock and you have a colonist nearby, then direct them to Rescue that downed pawn.  It could mean the difference between life and death.&lt;br /&gt;
 &lt;br /&gt;
Predators include the {{#ask: [[Category:Animals]] [[Is Predator::true]]}}.&lt;br /&gt;
&lt;br /&gt;
If you successfully hide all colonists and tamed animals away from a predator's reach, it will hunt any other available wildlife.&lt;br /&gt;
&lt;br /&gt;
It is not possible to view the Needs tab of a wild animal, so you may have to deduce whether or not a predator is hungry based on its behavior. They sometimes remain near the area where they last killed and ate an animal for about a day. Bloodstains or partially-consumed animal corpses on the ground are a fairly reliable guide, as well as a source of free leather and delicious leftovers. Be careful not to let a hauler take away a predator's food before it has finished eating. It will still be hungry and will hunt your colonist instead.&lt;br /&gt;
&lt;br /&gt;
=== Body heat ===&lt;br /&gt;
&lt;br /&gt;
Animals will give out body heat, slightly heating up their surroundings. This is insignificant most of the time. In enclosed barns with many animals packed, the heat can become a problem in warm weather or hot biomes, and a benefit in cold biomes or during winter.&lt;br /&gt;
&lt;br /&gt;
== Breeding ==&lt;br /&gt;
Animals are born by live birth or by hatching from a fertilized egg.&lt;br /&gt;
&lt;br /&gt;
=== Live Birth ===&lt;br /&gt;
Female animals that give live birth become pregnant when a male animal approaches them and mates. Only tamed animals may breed. An animal's gestation period specifies how long a female's pregnancy will last.&lt;br /&gt;
&lt;br /&gt;
A pregnant animal suffering [[malnutrition]] or is injured may miscarry. Miscarriages are noted by an in-game message.&lt;br /&gt;
&lt;br /&gt;
Live births produce amniotic fluid (see [[Filth]]).&lt;br /&gt;
&lt;br /&gt;
Some animals will give birth to multiple young. The probability of this is determined by a curve, and is different for each animal.&lt;br /&gt;
&lt;br /&gt;
Animals can breed with their own family members without penalty, even for repeated generational incest.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-style: solid; border-width: 0px; text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left;&amp;quot; | Pregnancy progresses in stages.&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Early stage (hidden) &lt;br /&gt;
|: Starts at 0%. This stage is not displayed but may be surmised by the vomiting it causes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Middle stage&lt;br /&gt;
|: Starts at 33%. At this stage [[Health#Moving|Moving]] is reduced by 15%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Late stage&lt;br /&gt;
|: Starts at 66%. At this stage [[Health#Moving|Moving]] is reduced by 30% and may include vomiting.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Full term&lt;br /&gt;
|: At 100%. At this point the female will give birth. Some species may have multiple offspring in a litter.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Eggs ===&lt;br /&gt;
Egg-laying animals include the {{#ask: [[Category:Animals]] [[Egg Laying Interval::+]]}}, and [[Duck]]/[[Goose]] as of 1.1. Females become fertilized after mating with males, causing them to lay fertilized eggs. Most animals will not lay unfertilized eggs, with the exception of [[chicken]]s.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs display their progress on the inspect pane and hatch when ready.&lt;br /&gt;
&lt;br /&gt;
Fertilized eggs can be ruined by temperature if not kept within their safe temperature range of {{temperature|1}} to {{temperature|49}}.&lt;br /&gt;
: Eggs may start to overheat at/above {{temperature|50}}.&lt;br /&gt;
: Eggs may start to freeze at/below {{temperature|0}}.&lt;br /&gt;
&lt;br /&gt;
The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the egg is 'ruined by temperature' and will not hatch even if returned to a suitable area. A ruined egg still has full nutritional value and can be used to make a meal (or eaten raw, with a mood debuff).&lt;br /&gt;
&lt;br /&gt;
== Diet ==&lt;br /&gt;
While most carnivorous animals can eat raw meat, corpses, kibble, and meals, [[Warg]]s can ''only'' eat raw meat and corpses. &lt;br /&gt;
&lt;br /&gt;
All strictly herbivorous animals and some omnivorous animals (notably pigs and boars) can eat live plants (except trees) and haygrass. &amp;lt;br&amp;gt;&lt;br /&gt;
Dendrovorous animals such as the [[alphabeaver]] and [[thrumbo]] can eat trees, in addition to other plant-based foods.&lt;br /&gt;
&lt;br /&gt;
Because all animals except wargs can eat meals, [[kibble]], and [[pemmican]], it is possible to feed meat to herbivores or plants to carnivores if it is prepared first.&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
Animals have the same set-up as humans when it comes to health, minus the ability to operate on them (except euthanasia)(The option to amputate an infected limb can become available once infection sets in, at least on Thrumbos—assuming other animals as well). They feel pain, and have all of the different health stats that human pawns possess. Needs to have an animal bed (or sleeping spot) to be healed.&lt;br /&gt;
&lt;br /&gt;
Like humans, they have a life expectancy, and are affected by [[Ailments|chronic diseases]]. There is no way to cure them in the base game other than [[Healer mech serum]], which would be incredibly expensive.&lt;br /&gt;
&lt;br /&gt;
A tamed animal which requires tending will find the nearest animal bed or animal sleeping spot in their [[allowed area]] and rest there until it is either fully healed or dead. Pawns assigned to doctoring will tend its wounds or illnesses and feed it, just as they would do for a humanlike pawn. If all human colonists are absent or unable to care for a sick animal, it  can die of starvation even if there is food nearby and it is capable of walking.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
[[File:Hunt.png|42px]]&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for hunting, done by [[Menus#Hunt|hunters]] with ranged weapons, who will proceed to shoot them at maximum range, before executing them with a neck cut when they are downed (except explosive animals). After killing their target, they will haul the carcass to a [[stockpile zone]] even if they are naturally incapable of hauling, but will not start hauling it again if they're interrupted.&lt;br /&gt;
&lt;br /&gt;
Animals harmed by hunting that were not killed yet may become enraged and if its a pack type, its full horde may turn hostile against the entire colony. If they are non-aggressive animals they usually flee instead.&lt;br /&gt;
&lt;br /&gt;
Hunting may take longer during bad weather since there's a shooting modifier while it's raining or snowing that makes it more likely for shots to miss.&lt;br /&gt;
* Fog (with or without rain): hit chance multiplier is 50%.&lt;br /&gt;
* Rain or snow: hit chance multiplier is 80%.&lt;br /&gt;
&lt;br /&gt;
{{clear|left}}&lt;br /&gt;
To mark animals to be hunted use one of the following methods: &lt;br /&gt;
*Click Wildlife, Click the first red X to the right of the animal you want to hunt and change it to a green check mark&lt;br /&gt;
*Click Orders, Hunt, then click one or more individual animals.&lt;br /&gt;
*Click Orders, Hunt, then click and drag a box to surround and select multiple animals.&lt;br /&gt;
*Select one or more animals, click Hunt.&lt;br /&gt;
&lt;br /&gt;
=== Hunting tips ===&lt;br /&gt;
&lt;br /&gt;
* Animals can be hunted manually instead of just using the hunt order by drafting a colonist and right clicking to fire at animals.  This allows the killing of multiple animals in one session, or hunting from close range.  Closer range reduces the chance of missing shots or unintended friendly fire, but raises the chance of provoking animal revenge.&lt;br /&gt;
&lt;br /&gt;
* In the occasion of a full horde revenge, early-stage colonies may easily become overrun, leaving all colonists downed. But down is not out. Eventually, one or more of your colonists may recover. With luck, this miracle may take place at nightfall, when wildlife sleep (except for the most enraged beasts among those), or they have wandered far enough, opening a chance to rescue everybody else. The manhunter status of the horde will disappear overnight.&lt;br /&gt;
**[[Defense tactics#Melee blocking|Melee blocking]] could be a valuable tactic to defeat the rampaging animals. In addition to making it easier to defeat the animals even when outnumbered, it also keeps your downed colonists near your base for easy rescue.&lt;br /&gt;
&lt;br /&gt;
== Life Stages ==&lt;br /&gt;
Animals all have three different life stages. Animals have different graphics for different life stages, or may simply appear smaller. Animals start out as babies and their age is listed as minutes, hours, or months. Some animals have a specific name for this stage (e.g. chick). They then move on to juveniles (teenagers). Eventually, they reach the final life stage, adulthood. In the stages before adulthood, animals have lower stats (body size, health scale, mass, carrying capacity, move speed, hunger rate, meat amount, leather amount, market value) that normalize when they reach adulthood. Animals have different sounds (call, anger, wounded, death) for different life stages. Babies may simply make a higher pitched sound, or have a different sound altogether (such as chicks). Depending on the species, animals will need to reach the juvenile or adult stage before they can reproduce.&lt;br /&gt;
&lt;br /&gt;
== Needs ==&lt;br /&gt;
Animals require food and sleep and will fulfill their needs on their own.&lt;br /&gt;
&lt;br /&gt;
'''Food:''' Animals will eat any available food according to their diet. Herbivorous animals of the colony can be left to eat grass on their own. Note that animals require different amounts of food compared to humans, as represented by their [[Hunger Rate]].&lt;br /&gt;
&lt;br /&gt;
'''Rest:''' Animals will sleep as needed. Tamed animals will sleep in [[animal sleeping spot]]s, [[animal sleeping box]]es, or [[animal bed]]s. If none of which are available, the animal will crash out on the ground inside its allowed zone. A tamed animal will not sleep as long as its master is drafted.&lt;br /&gt;
&lt;br /&gt;
== Animal husbandry ==&lt;br /&gt;
&lt;br /&gt;
Animals can be tamed and put to use in the colony, providing several benefits.&lt;br /&gt;
&lt;br /&gt;
=== Taming ===&lt;br /&gt;
Wild animals can be tamed by a [[Menus#Handle|animal handler]] with sufficient Animal skill and available food. Tamed animals may be bred, trained, traded, slaughtered, or farmed.&lt;br /&gt;
&lt;br /&gt;
Wild animals may be marked for taming using the Tame button. &lt;br /&gt;
[[File:TameButton.png|52px|left|link=]]{{clear}}&lt;br /&gt;
&lt;br /&gt;
An [[Menus#Handle|animal handler]] will attempt to tame marked animals using food fitting that animal's diet. The chance to tame an animal depends on the animal's wildness (displayed on the info window) and the handler's 'Tame animal chance' stat. This stat is determined by the colonist's [[Skills#Animals|animals skill]], [[Health#Manipulation|manipulation]], and [[Health#Talking|talking]]. When a handler fails to tame an animal there is a cooldown period before another attempt can be made and there's a small chance it will turn manhunter and start attacking the handler and others. After a while the handler may drop unused food. Tamed animals will remain in or near the colony or they may be assigned to animal areas to contain them. Setting animal areas is usually necessary to restrict them from eating food not intended for them.&lt;br /&gt;
&lt;br /&gt;
==== Tame chances ====&lt;br /&gt;
Besides the animal handler's own skill, the wildness of the animals also counts.&lt;br /&gt;
&lt;br /&gt;
Tame chances undergo a post-processing curve.&lt;br /&gt;
*An animal with 0% wildness has a x2 taming chance.&lt;br /&gt;
*An animal with 50% wildness has normal taming chance.&lt;br /&gt;
*An animal with 100% wildness cannot be tamed at all.&lt;br /&gt;
&lt;br /&gt;
Currently, the hardest to tame animal is the [[Thrumbo]] with a post-processed taming chance of 3%.&lt;br /&gt;
&lt;br /&gt;
[[List of animals|Animals]] with 0% wildness remain tame forever. An animal with a wildness above 0% needs to have maintenance training in Tameness. If it loses all Tameness it will go back to being wild.&lt;br /&gt;
&lt;br /&gt;
==== Minimum skill ====&lt;br /&gt;
&lt;br /&gt;
Some animals require a minimum skill before they can be handled. The game will prompt the player if no colonist has enough skill to handle the animal. In this case a colonist has only 1 point as an utter beginner and has learning ability, the easiest...&lt;br /&gt;
&lt;br /&gt;
* Animals that require no points (zero) to tame are: Alpaca, Cat, Chicken, Cow, Dromedary, Husky, Labrador retriever, Pig and Yorkshire terrier.&lt;br /&gt;
&lt;br /&gt;
An animal's handling skill requirement is calculated as follows:&lt;br /&gt;
&lt;br /&gt;
'''Skill = 9 * (wildness - 0.3) / 0.7'''&lt;br /&gt;
&lt;br /&gt;
So animals with a wildness of 30% or less won't require any handling skill whatsoever.&lt;br /&gt;
&lt;br /&gt;
=== Bonding ===&lt;br /&gt;
&lt;br /&gt;
Animals may also form bonds with their handlers, or doctors.&lt;br /&gt;
&lt;br /&gt;
*When an animal has its wounds tended by a colonist, there is a constant 0.4% chance of the animal will bond with the colonist, regardless of Animals skill. If the animal is wild, the animal will instantly self-tame, disregarding wildness.&lt;br /&gt;
*When tamed, an animal also has a 1% chance to bond with the tamer.&lt;br /&gt;
&lt;br /&gt;
Bonded animals will provide a constant mood buff to their masters if bonded. If the Animals skill of bonded colonists are not sufficient to handle the animal, they will not receive any mood change.&lt;br /&gt;
&lt;br /&gt;
=== Interaction ===&lt;br /&gt;
Tamed animals can be trained by colonists. With Obedience trained, they will follow their master around if designated to do so.&lt;br /&gt;
&lt;br /&gt;
Some animals can be milked or sheared, which will be handled if necessary. Only adult animals can be milked.&lt;br /&gt;
&lt;br /&gt;
Occasionally, animals can nuzzle colonists, giving the colonist a mood buff and allowing the animal to be named. Animals can nuzzle anyone regardless of handling skill.&lt;br /&gt;
&lt;br /&gt;
When injured, they will go to animal sleeping spots/ beds for rest and treatment.&lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
Newly tamed animals get numerical designations so you can tell them apart (“Muffalo 1”, “Muffalo 2”, etc.). The game names certain animals when tamed or bought. Others are named when they nuzzle a colonist, or form a bond with them. Names can be changed by the player from the &amp;quot;Training&amp;quot; Tab.&lt;br /&gt;
&lt;br /&gt;
Animals without a pet name may have a gender-specific name (i.e. hen, rooster, buck, doe), or a lifestage-specific name (piglet, warg puppy), or even a gender/lifestage-specific name (cockerel).&lt;br /&gt;
&lt;br /&gt;
Names of tamed animals are not shown on the map unless the option is turned on. See Menu, Options, 'Show animal names'.&lt;br /&gt;
&lt;br /&gt;
It is possible for animals which have been lost or sold to reappear later as part of a wild herd. This will only happen with animals which occur naturally on your colony's biome. They will still have the name you gave them (including automatic names like &amp;quot;Muffalo 2&amp;quot;), but will need to be tamed and trained again.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Tamed animals may be trained depending on their trainable intelligence. Click the animal's training tab to specify training and view progress.&lt;br /&gt;
&lt;br /&gt;
Once Obedience is trained, they can be assigned a master which they will follow. You can configure when the animals will follow their master, by toggling whether or not the animal will follow while doing field work (hunting/taming), or while drafted.&lt;br /&gt;
&lt;br /&gt;
Many skills require multiple steps to fully train.&lt;br /&gt;
&lt;br /&gt;
After a training attempt on a tamed animal, there is a 6 in-game hour waiting period before that same animal can be trained again.&lt;br /&gt;
&lt;br /&gt;
Since Beta 19 skills now decay over time. The speed at which skills decay is dependent on wildness of the animal. For most animals their wildness is high enough such that their tameness decrease over time, such that they will eventually return to the wild if not maintained. For this reason, if you do not have enough skilled animal handlers to keep an animal's skills fresh, it is best to sell or slaughter it before it loses tameness.&lt;br /&gt;
&lt;br /&gt;
{{:List of animal skills}}&lt;br /&gt;
&lt;br /&gt;
=== Combat ===&lt;br /&gt;
Once Obedience is trained, animals will gather around their master upon drafting, and will attack nearby threats, or (unintentionally) block ranged attacks for their master.&lt;br /&gt;
&amp;lt;br&amp;gt;This is configurable and can be disabled by disabling follow during drafted.&lt;br /&gt;
&lt;br /&gt;
With Release trained, animals can be released to attack threats from a distance.&lt;br /&gt;
&lt;br /&gt;
Animals can be downed during combat, and can be rescued by colonists or other animals capable of Rescue.&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
Certain tame animals produce milk, wool, or eggs. Shearing sometimes fails, indicated with a brief &amp;quot;product wasted&amp;quot; message.&lt;br /&gt;
&lt;br /&gt;
==== [[Eggs]] ====&lt;br /&gt;
[[File:Eggs.png|32px|left|link=Eggs]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Eggs Per Clutch Average !! Egg Laying Interval !! Eggs Per Season Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Egg Laying Interval::+]]&lt;br /&gt;
| ?Eggs Per Clutch Average&lt;br /&gt;
| ?Egg Laying Interval&lt;br /&gt;
| ?Eggs Per Season Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Milk]] ====&lt;br /&gt;
[[File:Milk.png|32px|left|link=Milk]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Milk Amount !! Milking Interval !! Daily Milk Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Milk Amount::+]]&lt;br /&gt;
| ?Milk Amount&lt;br /&gt;
| ?Milking Interval Days&lt;br /&gt;
| ?Daily Milk Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Wool]] ====&lt;br /&gt;
[[File:Wool.png|32px|left|link=Wool]]&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Wool Amount !! Shearing Interval !! Daily Wool Average&lt;br /&gt;
{{#ask: [[Concept:Production Animals]] [[Wool Amount::+]]&lt;br /&gt;
| ?Wool Amount&lt;br /&gt;
| ?Shearing Interval Days&lt;br /&gt;
| ?Daily Wool Average&lt;br /&gt;
| format = template&lt;br /&gt;
| template = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Slaughtering ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be slaughtered selecting the animal and clicking the Slaughter button, or by using the Slaughter tool from the Orders menu. An animal marked in this way will be slaughtered by an animal handler. The handler need not be equipped with a weapon.&lt;br /&gt;
&lt;br /&gt;
If you try to slaughter a bonded animal, the game will warn you about it due to the mood impact this has on the animal's master.&lt;br /&gt;
[[File:SlaughterButton.png|52px|left|link=]]{{clear|left}}&lt;br /&gt;
&lt;br /&gt;
==== Pack Animals ====&lt;br /&gt;
{| {{STDT| sortable c_08 text-center}}&lt;br /&gt;
! Animal !! Carrying Capacity&lt;br /&gt;
{{#ask: [[Concept:Pack Animals]] [[Carrying Capacity::+]]&lt;br /&gt;
| ?Carrying Capacity&lt;br /&gt;
| format = Animals/ProductsRow&lt;br /&gt;
| link = subject}}&lt;br /&gt;
|}&lt;br /&gt;
These animals can can graze meaning they don't usually require food during a caravan. When carrying items in their inventory, they will appear to have packs on, which disappear when unloaded.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
Each animal has a Social tab that lists that animal's bonds and relations. Clicking an entry jumps to that bond's counterpart. Bonded humans have a persistent mood bonus, unless they have the psychopath trait, while set as that animal's master. Animals do not have such thoughts or bonuses.&lt;br /&gt;
&lt;br /&gt;
Occasionally, tame animals will nuzzle your colonists. More pet-like animals such as Yorkshire Terriers and Cats will nuzzle often, whereas wilder animals such as Timber Wolves and Grizzly Bears can still nuzzle colonists, but rarely do so. Since Alpha 16, animals can nuzzle patients in bed. A colonist who is nuzzled receives a +4 mood buff for 1 day.&lt;br /&gt;
&lt;br /&gt;
=== Trade goods ===&lt;br /&gt;
&lt;br /&gt;
Tamed animals may be sold to [[trade]]rs. Animals purchased from traders will be already tamed. Bulk goods traders offer pets and farm animals while exotic goods traders carry most of the wild species.&lt;br /&gt;
&lt;br /&gt;
=== Raising animals ===&lt;br /&gt;
&lt;br /&gt;
==== Growing haygrass ====&lt;br /&gt;
While the land can sustain a sizable population of animals grazing on it, it doesn't have an infinite supply and can still be depleted. Winter can also stop grass growth, leaving nothing for your grazing animals to eat. &lt;br /&gt;
&lt;br /&gt;
If you need to raise a lot of animals, e.g. an exponentially growing flock of [[chicken]]s, you will need to grow haygrass to sustain them all. You also need to have a stock of haygrass to keep animals fed through the winter.&lt;br /&gt;
&lt;br /&gt;
Haygrass gives a total of 0.9 nutrition (18 units of [[hay]]) when fully grown and harvested, compared to 0.15 of grass. However, you have to keep your hungry animals from getting to it otherwise they'll only get a max of 0.2 nutrition from eating the plant.&lt;br /&gt;
&lt;br /&gt;
==== Making kibble ====&lt;br /&gt;
[[Kibble]] is a kind of animal feed made with both plant and animal sources. It can be made using haygrass and any kind of meat, including human or insect meat.&lt;br /&gt;
&lt;br /&gt;
All animals except [[warg]]s can eat it, so it makes a good way to feed your animals using mixed sources of nutrition, including those that animals won't normally eat. Kibble also lasts forever under a roof so you can store it and use it to feed animals when in need, such as in winter when there is nothing to eat. &lt;br /&gt;
&lt;br /&gt;
==== Bird coop ====&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;400px&amp;quot; heights=&amp;quot;400px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:Chickens coop.png|An improvised chicken coop for chickens who just joined without &amp;quot;Taming&amp;quot;.&lt;br /&gt;
File:Chickens released from coop to feed.png|Turkeys released from coop to feed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Birds in general, migrate following weather, leaving the map when conditions are unsuitable. If you happen to have some in your colony, you will need to take care of them during winter as they are vulnerable to cold weather and may lose body parts to frostbite. Each according to their age will be more tolerant to cold. Construct a room with roof and a heater to keep them warm. They will need to be fed, either by creating an area to stock hay or free them during daytime so they can eat grass. They must be commanded to return before nightfall or risk being frozen (just returning to sleep isn't enough).&lt;br /&gt;
&lt;br /&gt;
Birds will eventually produce eggs, make sure your main freezer settings doesn't allow fertilized eggs if you intend to keep them reproducing. You can create another stockpile zone within the chicken coop so that the eggs remain where they were placed by the birds themselves.&lt;br /&gt;
&lt;br /&gt;
==== Corpse freezer ====&lt;br /&gt;
&lt;br /&gt;
In typical RimWorlder fashion, you can use a freezer to preserve the corpses of raiders (or dead colonists if you're desperate) so you can feed omnivorous and carnivorous animals. This allows you to make use of corpses while avoiding heavy mood penalties from butchering humans or eating their flesh.&lt;br /&gt;
&lt;br /&gt;
==== Pet care ====&lt;br /&gt;
&lt;br /&gt;
Tamed animals that have a social bond to a person will affect the master's mood positively while living and negatively if killed (-8 for 20 days). This bond will either improve resistance against mental breaks or cause them. Because of the effect they cause on feelings, these creatures should be given special treatment, or any animal worth keeping alive.&lt;br /&gt;
&lt;br /&gt;
These are a few tips to keep them safe:&lt;br /&gt;
&lt;br /&gt;
* Keep them indoors by creating a new animal zone within a room.&lt;br /&gt;
* Keep them at the Home area after building a base wall.&lt;br /&gt;
* Prey animals should not be left wandering around in unrestricted area.&lt;br /&gt;
* Hunt their predators to prevent surprise attacks.&lt;br /&gt;
* Patrol your perimeter by zooming your view out to a larger scale but not to full, just enough to spot their sleeping animation of flying ZZZs while they rest at night. Sweeping your surroundings once every night shall keep you aware of threat presence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Wild]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Concept:Pack_Animals&amp;diff=69054</id>
		<title>Concept:Pack Animals</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Concept:Pack_Animals&amp;diff=69054"/>
		<updated>2020-03-22T00:24:56Z</updated>

		<summary type="html">&lt;p&gt;Amkie: Created page with &amp;quot;{{#concept: Category:Animals Carrying Capcity::+ }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#concept:&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Carrying Capcity::+]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68996</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68996"/>
		<updated>2020-03-20T19:14:45Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements (''lost'' next tier in ''italic'') !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Area 24, All floored, x2 Brazier, All braziers must be lit''' || '''Area 16, all floored, double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || '''Area 24''', '''impressiveness 40''', all floored, double bed, '''end table, dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, '''impressiveness 50''', all floored, double bed, end table, dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || '''Area 30''', '''impressiveness 70''', All floored, '''royal bed''', end table, dresser, '''drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Area 30, '''Room impressiveness 80''', All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68995</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68995"/>
		<updated>2020-03-20T19:12:53Z</updated>

		<summary type="html">&lt;p&gt;Amkie: /* List of titles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements (''lost'' next tier in ''italic'') !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Area 24, All floored, x2 Brazier, All braziers must be lit''' || '''Area 16, all floored, double bed''' || [[Fine meal]], ''[[Packaged survival meal]]'', ''[[Simple meal]]'', ''[[Pemmican]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || '''Area 24''', '''impressiveness 40''', all floored, double bed, '''end table, dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, '''impressiveness 50''', all floored, double bed, end table, dresser || ''[[Fine meal]]'', [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || '''Area 30''', '''impressiveness 70''', All floored, '''royal bed''', end table, dresser, '''drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Area 30, '''Room impressiveness 80''', All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68994</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68994"/>
		<updated>2020-03-20T19:09:07Z</updated>

		<summary type="html">&lt;p&gt;Amkie: /* List of titles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Area 24, All floored, x2 Brazier, All braziers must be lit''' || '''Area 16, all floored, double bed''' || [[Fine meal]], [[Packaged survival meal]], [[Simple meal]], [[Pemmican]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || '''Area 24''', '''impressiveness 40''', all floored, double bed, '''end table, dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, '''impressiveness 50''', all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || '''Area 30''', '''impressiveness 70''', All floored, '''royal bed''', end table, dresser, '''drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Area 30, '''Room impressiveness 80''', All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68993</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68993"/>
		<updated>2020-03-20T19:08:23Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Area 24, All floored, x2 Brazier, All braziers must be lit''' || '''Area 16, all floored, double bed''' || [[Fine meal]], [[Packaged survival meal]], [[Simple meal]], [[Pemmican]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || '''Area 24''', '''impressiveness 40''', all floored, double bed, '''end table, dresser''' || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, '''impressiveness 50''', all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || Area 30, '''impressiveness 70''', All floored, '''royal bed''', end table, dresser, '''drape''' || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Room Area 30, '''Room impressiveness 80''', All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68992</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68992"/>
		<updated>2020-03-20T19:06:22Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Total Area : 24, All floored, x2 Brazier, All braziers must be lit''' || Area : 16, all floored, double bed || [[Fine meal]], [[Packaged survival meal]], [[Simple meal]], [[Pemmican]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || '''Area 30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || Area 24, impressiveness 40, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || '''Area 40''', '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, impressiveness 50, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || Area 30, impressiveness 70, All floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68991</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68991"/>
		<updated>2020-03-20T19:05:42Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Total Area : 24, All floored, x2 Brazier, All braziers must be lit''' || Area : 16, all floored, double bed || [[Fine meal]], [[Packaged survival meal]], [[Simple meal]], [[Pemmican]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || Area : '''30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || Area 24, impressiveness 40, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || Area : 40, '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, impressiveness 50, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || Area 30, impressiveness 70, All floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, '''Room area 80''', '''Room impressiveness 160''', all fine floored, brazier x2, '''x6 Column x6''', Drape x2, '''Piano''', All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68990</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68990"/>
		<updated>2020-03-20T19:04:49Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || '''Total Area : 24, All floored, x2 Brazier, All braziers must be lit''' || Area : 16, all floored, double bed || [[Fine meal]], [[Packaged survival meal]], [[Simple meal]], [[Pemmican]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || Area : '''30''', '''Impressiveness 60''', Throne,  all floored, x2 Brazier, '''x2 Column''', '''Harp''', All braziers lit || Area 24, impressiveness 40, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || Area : 40, '''Impressiveness 90''', Throne,  all floored, x2 Brazier, '''x4 Column''', harp, all braziers lit || Area 24, impressiveness 50, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || '''Grand Throne''', '''Area 60''', '''Impressiveness 120''', '''all ''fine'' floored''', x2 brazier, x4 column, '''x2 drape''', '''harpsichord''', all braziers lit || Area 30, impressiveness 70, All floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, ***Room area 80***, ***Room impressiveness 160***, all fine floored, brazier x2, ***Column x6***, Drape x2, ***Piano***, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Titles&amp;diff=68989</id>
		<title>Titles</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Titles&amp;diff=68989"/>
		<updated>2020-03-20T19:02:50Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image wanted}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
Titles are a new mechanic in the [[Royalty]] DLC. They allow the bearer to use [[Psychic amplifier]]s and [[Psycasts]] without upsetting the [[Empire]], as well as trade with and call help from the Empire, but in exchange the bearer has an increasing number of demands to maintain their mood.&lt;br /&gt;
&lt;br /&gt;
== Mechanics == &lt;br /&gt;
&lt;br /&gt;
Titles increase in level, starting at Freeholder, increasing to Yeoman, Knight / Dame, Praetor, Baron / Baroness, and Count / Countess. Further ranks include Duke / Duchess, Consul, Stellarch, and Emperor / Empress, but these are not achievable by colonists during standard gameplay. Starting at Esquire, the title holder will start to demand certain apparel, rooms, and furniture, as well as begin to refuse to do particular types of work. These are listed in the table below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Yeoman, allow an increasing level of psycast. Yeoman allows level 1, Esquire level 2, Knight level 3, Praetor level 4, Baron level 5, and Count and above level 6. All titles allow the consumption of Lavish meals, insect jelly, milk, berries, ambrosia, chocolate, beer, go-juice, luciferium, penoxycyline, flake, psychite tea, yayo, smokeleaf joint, and wake-up. Certain titles will allow the consumption of 'simpler' meals, these are noted below. &lt;br /&gt;
&lt;br /&gt;
All titles, starting at Esquire, require psycaster apparel as well as any powered armor. Titles of this and higher level also require other specific apparel choices that are listed below. Titles of Esquire and above also require a throne room, and have minimum requirements for bedrooms. These requirements include a minimum number of tiles of room area, and in many cases, a minimum impressiveness. All throne rooms require 2 braziers which must be lit. All bedrooms require a double bed. All throne and bed rooms must be fully floored (IE no soil/ground). &lt;br /&gt;
&lt;br /&gt;
Note that [[Traits|Ascetic]] pawns have their unique bedroom and food requirements completely override those of their title, and thus still prefer an awful bedroom and raw or simple food. This can provide a significantly easier way to keep high level nobles in the rare instance you find a suitably skilled Ascetic. Keep in mind that the Throne Room requirements are still enforced however. Similarly Cannibal Nobles can eat human meat without penalty, and still gain the normal positive moodlets from doing so. It is currently unknown if Simple Meals with Human Meat are allowed. Lastly, Nudists are not exempt from the need to wear Noble-specific clothing, and still take the penalty from wearing any clothes at all. This results in a Nudist Noble always having a negative moodlet of some kind. A [[Circadian half-cycler]] does not negate the need for a bedroom. Couples containing one or more nobles can still share a bedroom, and should they both be nobles they can also share a throne room, however they need individual thrones and the title's usual requirements must still be met.&lt;br /&gt;
&lt;br /&gt;
Some titles come with recreation limits. These, and other limits, generally remain and grow from rank to rank, such that a Baron has all the limits placed on a Praetor, and more.&lt;br /&gt;
&lt;br /&gt;
Starting at Esquire, Nobles gain the ability to call in temporary reinforcements, with additional, more powerful forces being made available at Praetor and Baron. These abilities can be used for free every 45 days, or can be used before the cooldown finishes by expending Royal Favor with the Empire. Each ability calls four fully equipped pawns of the relevant type. See [[Empire#Pawns]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Decrees === &lt;br /&gt;
Issue quests with no reward, increasingly negative moodlet if unfullfilled, positve moodlet +6 if fullfilled.&lt;br /&gt;
&lt;br /&gt;
== List of titles ==&lt;br /&gt;
&lt;br /&gt;
# Esquire: Esquires may consume Fine meals, Package Survival Meals, Simple Meals, and Pemmican. Esquires gain the ability to call a trooper squad.&lt;br /&gt;
# Knight / Dame: A Knight's throne room must be 30 tiles, with a minimum impressiveness of 60, and must include 2 Columns and a Harp. A Knight's bedroom must be 24 tiles, with a minimum impressiveness of 40, and must include an end table and dresser. Knights may consume Fine meals. Knights will demand High Culture recreation, and, gain the ability to trade with both settlements and caravans.&lt;br /&gt;
# Praetor: All apparel must be or normal or higher quality. A Praetor's throne room must be 40 tiles, with a minimum impressiveness of 90, and must include 4 Columns and a Harp. A Praetor's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Praetors may consume Fine meals. Praetor's may call the Janissary squad, and will refuse any dexterity play recreation, as well as have the same limits present in lower ranks (a demand for high culture recreation)&lt;br /&gt;
# Baron / Baroness: A Baron will no longer do any skilled labor or animal work, and will demand the following: Ruffle Shirt, a Royal Vest (male) or Corset (female), and a Coronet. A Baron's throne room must have only fine floors, must have a grand throne, must be 60 tiles, with a minimum impressiveness of 120, and must include 4 Columns and a Harpsichord. A Baron's bedroom must be 24 tiles, with a minimum impressiveness of 50, and must include an end table and dresser. Barons gain the ability to trade with imperial orbital traders, and may call cataphract squads. Barons will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
# Count / Countess:  A Count's throne room must have only fine floors, must have a grand throne, must be 80 tiles, with a minimum impressiveness of 160, and must include 6 Columns, 2 Drapes, and a Piano. A Count's bedroom must be 30 tiles, with a minimum impressiveness of 80, and must include a drape, end table and dresser. Counts will gain a free psycast amplifier via a transport pod on promotion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Obtainable Titles !! Royal Favor Required (total) !! Psychic Amplifiers !! Incapable of (New in '''Bold''') !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! New Abilities with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Freeholder || 1 || 0 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Yeoman || 6 (7) || 1 || ''None'' || None || None || ''Any'' || ''Any'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Esquire || 6 (13) || 2 || '''Cleaning''' || Total Area : 24, All floored, x2 Brazier, All braziers must be lit || Area : 16, all floored, double bed || [[Fine meal]], [[Packaged survival meal]], [[Simple meal]], [[Pemmican]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Trooper Squad (4 Pawns, 4 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Knight/Dame || 8 (21) || 3 || Cleaning, '''Plant cut''', '''Haul''' || Area : ***30***, ***Impressiveness 60***, Throne,  all floored, x2 Brazier, ***x2 Column***, **Harp***, All braziers lit || Area 24, impressiveness 40, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] ||  [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Trade with Empire Caravan/Settlements&lt;br /&gt;
|-&lt;br /&gt;
| Praetor || 10 (31) || 4 || Cleaning, Plant cut, Haul, '''Grow''', '''Mining''' || Area : 40, ***Impressiveness 90***, Throne,  all floored, x2 Brazier, ***x4 Column***, harp, all braziers lit || Area 24, impressiveness 50, all floored, double bed, end table, dresser || [[Fine meal]], [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Top hat]] or [[Ladies hat]] || Call Janissary squad (4 Pawns, 6 favor)&lt;br /&gt;
|-&lt;br /&gt;
| Baron/Baroness || 14 (45) || 5 ||  Cleaning, Plant cut, Haul, Grow, Mining, '''Cook''', '''Construct''', '''Smith''', '''Handle''', '''Tailor''', '''Craft''' || ***Grand Throne***, ***Area 60***, ***Impressiveness 120***, ***all **fine** floored***, x2 brazier, x4 column, ***x2 drape***, ***harpsichord***, all braziers lit || Area 30, impressiveness 70, All floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Coronet]] || Call Cataphract squads (4 Pawns, 12 favor), trade with Imperial orbital traders, gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|-&lt;br /&gt;
| Count/Countess || 20 (65) || 6 || Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, '''Art''', '''Research''', '''Basic''', '''Doctor''', '''Firefight''' || Grand throne, ***Room area 80***, ***Room impressiveness 160***, all fine floored, brazier x2, ***Column x6***, Drape x2, ***Piano***, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || [[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]] || [[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]] || Gain a free psycast amplifier via transport pod on promotion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! NPC Titles !! Psychic Amplifiers !! Incapable of !! Throne Room Requirements !! Bedroom Requirements !! Food Requirements !! Clothing Requirement !! Abilities New with this Rank&lt;br /&gt;
|-&lt;br /&gt;
| Duke/Duchess || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Consul || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Stellarch || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|-&lt;br /&gt;
| Emperor/Empress || 6 || ''Cleaning, Plant cut, Haul, Grow, Mining, Cook, Construct, Smith, Handle, Tailor, Craft, Art, Research, Basic, Doctor, Firefight'' || Grand throne, Room area:80, Room impressiveness 160, all fine floored, brazier x2, Column x6, Piano, All Braziers must be lit. || Room Area: 30, Room impressiveness 80, All fine floored, royal bed, end table, dresser, drape || ''[[Lavish meal]], [[insect jelly]], [[milk]], [[berries]], [[ambrosia]], [[chocolate]], [[beer]]'' || ''[[Ruffle shirt]], [[Royal vest]] (male) or [[Corset]] (female), [[Royal robe]], [[Coronet]]'' || ''None''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;Additional footnote : Do '''NOT''' make a very important pawn too high of a rank as it might cause your colony to run into issues, Make sure you also have the materials/food/room requirements for the nobles that you are promoting yourself or having from quests as they will quickly have mental breaks and tantrums.&amp;lt;br/&amp;gt;***Bold*** changes from the adjacent tier.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot; class=&amp;quot;center&amp;quot; mode=&amp;quot;nolines&amp;quot;&amp;gt;&lt;br /&gt;
File:|'''Esquire Example Throne Room '''&lt;br /&gt;
File:|'''Esquire Example Bedroom '''&lt;br /&gt;
File:|'''Knight Example Throne Room '''&lt;br /&gt;
File:|'''Knight Example Bedroom '''&lt;br /&gt;
File:|'''Praetor Example Throne Room '''&lt;br /&gt;
File:|'''Praetor Example Bedroom '''&lt;br /&gt;
File:|'''Baron Example Throne Room '''&lt;br /&gt;
File:|'''Baron Example Bedroom '''&lt;br /&gt;
File:|'''Count Example Throne Room '''&lt;br /&gt;
File:|'''Count Example Bedroom '''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Game mechanics]]&lt;br /&gt;
[[Category:Royalty]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yak&amp;diff=68937</id>
		<title>Yak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yak&amp;diff=68937"/>
		<updated>2020-03-18T00:57:46Z</updated>

		<summary type="html">&lt;p&gt;Amkie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Yak&lt;br /&gt;
|image = Yak.png&lt;br /&gt;
|description = &amp;quot;Yaks are robust cattle with a bulky frame, short but thick legs, and rounded cloven hooves that are splayed to help them walk in snow.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 1.9&lt;br /&gt;
|healthscale = 1.0&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|movespeed = 3.2&lt;br /&gt;
|attack1dmg = 8.18&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = front left leg&lt;br /&gt;
|attack1cool = 126&lt;br /&gt;
|attack2dmg = 8.18&lt;br /&gt;
|attack2type = blunt&lt;br /&gt;
|attack2part = front right leg&lt;br /&gt;
|attack2cool = 126&lt;br /&gt;
|milk = 12&lt;br /&gt;
|milktime = 2&lt;br /&gt;
|leathername = Plainleather&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.11&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 25&lt;br /&gt;
|lifespan = 22&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 0.45+&lt;br /&gt;
|marketvalue = 320&lt;br /&gt;
|nuzzlemtbhours = 120&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tropicalrainforest = true&lt;br /&gt;
|massadult = 114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Yaks''' are tameable [[herbivore]]s with a medium movement speed. A Yak will increase the carrying capacity of any [[caravan]] it's part of by - kg.&lt;br /&gt;
&lt;br /&gt;
== Obtaining  ==&lt;br /&gt;
Yaks can be found in [[Biomes#Arid shrubland|Arid Shrubland]], [[Biomes#Temperate Forest|Temperate Forest]] and [[Biomes#Tropical Rainforest|Tropical Rainforest]]. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
Yaks can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Yaks purchased from traders will be already tamed. Yaks can be brought along with a caravan to increase carrying capacity by 66.5kg.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
[[Overview#Handle|Handlers]] are required to harvest resources from animals.&lt;br /&gt;
&lt;br /&gt;
Female yaks can be milked once every 2 days, producing {{icon|milk|12}}.&lt;br /&gt;
&lt;br /&gt;
Note that while [[cow]]s are faster milk producers, yaks produce milk AND are pack animals, which is a combo that [[muffalo]]s no longer provide. However, the [[dromedary]] is also a milkable pack animal that is superior in speed and carrying capacity.&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Animal Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Yaks can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:700%&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Body part !!Health&lt;br /&gt;
|-&lt;br /&gt;
|Head ||38&lt;br /&gt;
|-&lt;br /&gt;
|Skull ||38&lt;br /&gt;
|-&lt;br /&gt;
|Brain ||15&lt;br /&gt;
|-&lt;br /&gt;
|Nose ||15&lt;br /&gt;
|-&lt;br /&gt;
|Neck ||38&lt;br /&gt;
|-&lt;br /&gt;
|Jaw ||15&lt;br /&gt;
|-&lt;br /&gt;
|Eye &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||15&lt;br /&gt;
|-&lt;br /&gt;
|Ear&amp;lt;br&amp;gt;(left, right) ||18&lt;br /&gt;
|-&lt;br /&gt;
|Body ||60&lt;br /&gt;
|-&lt;br /&gt;
|Kidney&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||23&lt;br /&gt;
|-&lt;br /&gt;
|Lung&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; (left, right) ||23&lt;br /&gt;
|-&lt;br /&gt;
|Liver&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||30&lt;br /&gt;
|-&lt;br /&gt;
|Heart&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||23&lt;br /&gt;
|-&lt;br /&gt;
|Spine&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||38&lt;br /&gt;
|-&lt;br /&gt;
|Stomach&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||30&lt;br /&gt;
|-&lt;br /&gt;
|Legs&amp;lt;br&amp;gt;(left, right, rear, front) ||45&lt;br /&gt;
|-&lt;br /&gt;
|Hoof&amp;lt;br&amp;gt;(left, right, rear, front) ||15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Production Animal]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Yak&amp;diff=68936</id>
		<title>Yak</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Yak&amp;diff=68936"/>
		<updated>2020-03-18T00:52:04Z</updated>

		<summary type="html">&lt;p&gt;Amkie: Yaks are also production animals, this will allow them to appear, e.g., on the Milk page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{infobox main|animal|&lt;br /&gt;
|name = Yak&lt;br /&gt;
|image = Yak.png&lt;br /&gt;
|description = &amp;quot;Yaks are robust cattle with a bulky frame, short but thick legs, and rounded cloven hooves that are splayed to help them walk in snow.&amp;quot;&lt;br /&gt;
|type = Animals&lt;br /&gt;
|type2 = Farm&lt;br /&gt;
|bodysize = 1.9&lt;br /&gt;
|healthscale = 1.0&lt;br /&gt;
|hungerrate = 0.85&lt;br /&gt;
|movespeed = 3.2&lt;br /&gt;
|attack1dmg = 8.18&lt;br /&gt;
|attack1type = blunt&lt;br /&gt;
|attack1part = front left leg&lt;br /&gt;
|attack1cool = 126&lt;br /&gt;
|attack2dmg = 8.18&lt;br /&gt;
|attack2type = blunt&lt;br /&gt;
|attack2part = front right leg&lt;br /&gt;
|attack2cool = 126&lt;br /&gt;
|leathername = Plainleather&lt;br /&gt;
|manhunter = 0&lt;br /&gt;
|diet = herbivorous&lt;br /&gt;
|trainable = intermediate&lt;br /&gt;
|wildness = 0.11&lt;br /&gt;
|handleskill = 0&lt;br /&gt;
|gestation = 25&lt;br /&gt;
|lifespan = 22&lt;br /&gt;
|offspring = 1&lt;br /&gt;
|maturityage = 0.45+&lt;br /&gt;
|marketvalue = 320&lt;br /&gt;
|nuzzlemtbhours = 120&lt;br /&gt;
|herdanimal = true&lt;br /&gt;
|livesin_aridshrubland = true&lt;br /&gt;
|livesin_temperateforest = true&lt;br /&gt;
|livesin_tropicalrainforest = true&lt;br /&gt;
|massadult = 114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Yaks''' are tameable [[herbivore]]s with a medium movement speed. A Yak will increase the carrying capacity of any [[caravan]] it's part of by - kg.&lt;br /&gt;
&lt;br /&gt;
== Obtaining  ==&lt;br /&gt;
Yaks can be found in [[Biomes#Arid shrubland|Arid Shrubland]], [[Biomes#Temperate Forest|Temperate Forest]] and [[Biomes#Tropical Rainforest|Tropical Rainforest]]. They can either be tamed by a [[Menus#Handle|handler]] or self-tame in a random event. &lt;br /&gt;
&lt;br /&gt;
Yaks can be bought and sold in other [[Trade#Faction base|faction bases]] and from [[Trade#Bulk goods trader 2|bulk goods traders]]. Yaks purchased from traders will be already tamed. Yaks can be brought along with a caravan to increase carrying capacity by 66.5kg.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
[[Overview#Handle|Handlers]] are required to harvest resources from animals.&lt;br /&gt;
&lt;br /&gt;
Female yaks can be milked once every 2 days, producing {{icon|milk|12}}.&lt;br /&gt;
&lt;br /&gt;
Note that while [[cow]]s are faster milk producers, yaks produce milk AND are pack animals, which is a combo that [[muffalo]]s no longer provide. However, the [[dromedary]] is also a milkable pack animal that is superior in speed and carrying capacity.&lt;br /&gt;
&lt;br /&gt;
See [[Animals#Animal Products|Animal Products]] for more details on how much each type of animal produces.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
Yaks can be trained as follows:&lt;br /&gt;
&lt;br /&gt;
{{TrainingTable}}&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:4.5%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;width:700%&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Body part !!Health&lt;br /&gt;
|-&lt;br /&gt;
|Head ||38&lt;br /&gt;
|-&lt;br /&gt;
|Skull ||38&lt;br /&gt;
|-&lt;br /&gt;
|Brain ||15&lt;br /&gt;
|-&lt;br /&gt;
|Nose ||15&lt;br /&gt;
|-&lt;br /&gt;
|Neck ||38&lt;br /&gt;
|-&lt;br /&gt;
|Jaw ||15&lt;br /&gt;
|-&lt;br /&gt;
|Eye &amp;lt;ref name=&amp;quot;Head&amp;quot;&amp;gt;Located inside of Head.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||15&lt;br /&gt;
|-&lt;br /&gt;
|Ear&amp;lt;br&amp;gt;(left, right) ||18&lt;br /&gt;
|-&lt;br /&gt;
|Body ||60&lt;br /&gt;
|-&lt;br /&gt;
|Kidney&amp;lt;ref name=&amp;quot;Body&amp;quot;&amp;gt;Located inside of Body.&amp;lt;/ref&amp;gt;&amp;lt;br&amp;gt;(left, right) ||23&lt;br /&gt;
|-&lt;br /&gt;
|Lung&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; (left, right) ||23&lt;br /&gt;
|-&lt;br /&gt;
|Liver&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||30&lt;br /&gt;
|-&lt;br /&gt;
|Heart&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||23&lt;br /&gt;
|-&lt;br /&gt;
|Spine&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||38&lt;br /&gt;
|-&lt;br /&gt;
|Stomach&amp;lt;ref name=&amp;quot;Body&amp;quot;/&amp;gt; ||30&lt;br /&gt;
|-&lt;br /&gt;
|Legs&amp;lt;br&amp;gt;(left, right, rear, front) ||45&lt;br /&gt;
|-&lt;br /&gt;
|Hoof&amp;lt;br&amp;gt;(left, right, rear, front) ||15&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|animal|wide}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Pack Animal]]&lt;br /&gt;
[[Category:Production Animal]]&lt;br /&gt;
[[Category:Farm]]&lt;/div&gt;</summary>
		<author><name>Amkie</name></author>
	</entry>
</feed>