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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Anyone+Else</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=Anyone+Else"/>
	<link rel="alternate" type="text/html" href="https://rimworldwiki.com/wiki/Special:Contributions/Anyone_Else"/>
	<updated>2026-07-21T15:59:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.8</generator>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Camelhide&amp;diff=181717</id>
		<title>Camelhide</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Camelhide&amp;diff=181717"/>
		<updated>2026-07-03T01:10:34Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: Improved grammar, sentence stucture, and writing tone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox main|leathery&lt;br /&gt;
| name = Camelhide&lt;br /&gt;
| image = Camelhide b.png&lt;br /&gt;
| description = Tanned, dried, scraped camel skin. Good at temperature regulation in hot climates.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Textile&lt;br /&gt;
| type2 = Leather&lt;br /&gt;
| stuff category = Leathery&lt;br /&gt;
| hp = 60&lt;br /&gt;
| flammability = 1&lt;br /&gt;
| marketvalue = 2.3&lt;br /&gt;
| beauty = -4&lt;br /&gt;
| mass base = 0.03&lt;br /&gt;
| stack limit = 75&lt;br /&gt;
| path cost = 14&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Stat Modifiers --&amp;gt;&lt;br /&gt;
| beauty factor = 1.3&lt;br /&gt;
| max hit points factor = 1.3&lt;br /&gt;
| flammability factor = 1&lt;br /&gt;
| work to make factor = 1&lt;br /&gt;
| work to build factor = 1&lt;br /&gt;
| armor - sharp factor = 0.81&lt;br /&gt;
| armor - blunt factor = 0.24&lt;br /&gt;
| armor - heat factor = 1.5&lt;br /&gt;
| insulation - cold factor = 16&lt;br /&gt;
| insulation - heat factor = 24&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Dromedary_Leather&lt;br /&gt;
| page verified for version = 1.2.2753&lt;br /&gt;
&amp;lt;!-- Unused --&amp;gt;&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| color = (204,180,150)&lt;br /&gt;
| commonality = 0.05&lt;br /&gt;
| default color = (204,180,150)&lt;br /&gt;
| default color two = (204,180,150)&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/Cloth&lt;br /&gt;
| label = dromedary leather&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| selectable = true&lt;br /&gt;
| thing class = ThingWithComponents&lt;br /&gt;
}}&lt;br /&gt;
{{Info|'''Camelhide''' is a type of [[leather]] produced when a [[Skills#Cooking|cook]] butchers a [[dromedary]] or an [[alpaca]] at a [[butcher table]].}}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
The following animals provide camelhide:&lt;br /&gt;
{{Leather List}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
{{PAGENAME}} can be used as a material for [[stuff]]able items with the [[Leathery]] stuff tag.&lt;br /&gt;
&lt;br /&gt;
{{PAGENAME}} can be used in the following recipes:&lt;br /&gt;
{{Ingredient List}}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Camelhide is one of many [[textiles]] with stats almost identical to [[plainleather]], only diverging in having better heat [[insulation]] and slightly higher market value and [[Property:Beauty Factor|beauty factor]]. In this way, it can be considered the heat focused counterpart to [[Bluefur]].&lt;br /&gt;
&lt;br /&gt;
Considering that camelhide is the 11th most protective [[textile]] in the game (part of a 6-way tie), it is largely irrelevant for protective [[clothing]] after the very early game. That said, camelhide has very high heat insulation - the second best against heat (in a 3-way tie). Because of this, camelhide can remain useful in hot biomes into the mid-game. Later on, [[devilstrand]] is equally insulative and significantly more protective. Therefore, growing devilstrand should be made a priority in hot biomes. If heat is not an issue, then other leathers should be used whenever possible before devilstrand becomes available.&lt;br /&gt;
&lt;br /&gt;
For use in [[furniture]], it only has a slightly improved [[Property:Beauty Factor|beauty factor]] compared to other common textiles. Despite this, the fact that camelhide becomes obsolete for clothing during the mid-game makes it a decent choice for improving furniture [[beauty]]. However, because [[wool]]s are superior for beauty and are reasonably common, the long-term utility of camelhide is limited.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Camelhide a.png|One camelhide&lt;br /&gt;
Camelhide b.png|Stack of camelhides&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nav|materials|wide}}&lt;br /&gt;
[[Category:Material]] [[Category:Textile]] [[Category:Leather]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Genes&amp;diff=181715</id>
		<title>Genes</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Genes&amp;diff=181715"/>
		<updated>2026-07-02T00:25:10Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: /* Mood - Converted moods from mood-related genes to Thought template*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Biotech}}&lt;br /&gt;
{{Recode|reason=Thought templates}}&lt;br /&gt;
{{See also|altphrase=This page is a list of genes. For a full explanation of the gene system see|Genetics}}&lt;br /&gt;
'''Genes''' are a system for modifying [[human]] pawns, added by the [[Biotech DLC]]. They can be obtained from character creation or implanted via [[xenogerm]]s.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
Genetics are limited by metabolic efficiency, denoted by the [[File:Metabolism.png|20px|Metabolism]] symbol. This affects pawns' [[hunger rate]]. Harmful genes improve metabolic efficiency, lowering hungry rate, and thus consuming less food overall. Helpful genes lower metabolic efficiency, getting hungry faster. A baseline human has a metabolic efficiency of 0 (100% hunger rate), and genes can bring it as low as -5 (225% hunger rate) or up to 5 (50% hunger rate). The game will not allow the creation of xenogerms with a metabolic efficiency lower than -5.&lt;br /&gt;
&lt;br /&gt;
Note that genes with over [[File:Metabolism.png|20px|Metabolism]] 5 cannot be extracted by themselves, and must be extracted in a pack with another gene that lowers metabolism cost.&lt;br /&gt;
&lt;br /&gt;
Complexity, denoted by the [[File:Complexity.png|20px|Complexity]] symbol, affects how many [[gene processor]]s you need to create a [[xenogerm]] from a set of genes.  A [[gene assembler]] can create xenogerms with a maximum complexity of 6, plus 2 for every attached gene processor.  Complexity also determines the base time it takes to create the xenogerm, ranging from 4 hours at ≤3 complexity, to 23 hours at ≥20 complexity (which is then scaled by the [[research speed]] of whoever operates the gene assembler).&lt;br /&gt;
&lt;br /&gt;
== Gene expression ==&lt;br /&gt;
When looking at a pawn's gene tab, each gene can be considered to be in one of three categories:&lt;br /&gt;
* [[File:GeneBackground Endogene.png|32px]] Germline Genes&lt;br /&gt;
* [[File:GeneBackground_Xenogene.png|32px]] Xenogenes&lt;br /&gt;
* [[File:GeneBackground ArchiteGene.png|32px]] Archite genes&lt;br /&gt;
&lt;br /&gt;
Germline genes are freely distributed through and only through [[reproduction]]. Xenogenes are genes that have been [[Operation|surgically implanted]] through a xenogerm, and can override germline genes that are identical to or conflict with the xenogene; a [[Dirtmole]] that was converted into a [[Sanguophage]] will have half of their genes overwritten by the Sanguophage xenotype. Xenogerms cannot be passed through reproduction. &lt;br /&gt;
&lt;br /&gt;
Note that germline and xenogenes are determined by the way they are obtained, not by the effects of the gene itself. For example, there is only one [[fire resistant]] gene coded into the game - &amp;quot;germline fire resistant&amp;quot; and &amp;quot;xenogene fire resistant&amp;quot; are the same gene obtained in different ways. Trying to have both would simply disable the redundant germline version.&lt;br /&gt;
&lt;br /&gt;
Archite genes are non-inheritable (even if they are forced into the germline of a [[Xenotypes#Customization|custom xenotype]]) and xenogerms containing them must be supplied with the requested number of [[archite capsules]] before being assembled. Archite genes cannot extracted through the [[gene extractor]], but can be implanted using the [[gene implanter]] ability.&lt;br /&gt;
&lt;br /&gt;
== Work Required ==&lt;br /&gt;
The work required to create a xenogerm is determined by its [[File:Complexity.png|20px|Complexity]]. First, a base value is obtained from the post-process curve with the points:&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 3)&lt;br /&gt;
* (4, 5)&lt;br /&gt;
* (8, 8)&lt;br /&gt;
* (12, 12)&lt;br /&gt;
* (16, 17)&lt;br /&gt;
* (20, 23)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=3,5,8,12,17,23|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
This value is then multiplied by 2500 to obtain the final number.&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 |Xenogerm work&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* (0, 7500)&lt;br /&gt;
* (4, 12500)&lt;br /&gt;
* (8, 20000)&lt;br /&gt;
* (12, 30000)&lt;br /&gt;
* (16, 42500)&lt;br /&gt;
* (20, 57500)&lt;br /&gt;
| {{Graph:Chart|width=400|height=100|type=line|x=0,4,8,12,16,20|y=7500,12500,20000,30000,42500,57500|xAxisTitle=Gene Complexity}}&lt;br /&gt;
|}&lt;br /&gt;
The actual time required is inversely proportional with the [[research speed]] of whoever operates the gene assembler. At 100% research speed, it takes between {{ticks|7500}} (for 0 complexity) to {{ticks|57500}} (for complexity 20 and above).&lt;br /&gt;
&lt;br /&gt;
== Archite ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarless&amp;quot;&lt;br /&gt;
! Scarless&amp;lt;br&amp;gt;[[File:Gene_TotalHealing.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special type of regenerator cell which can heal old wounds and chronic illnesses like bad back.''&lt;br /&gt;
----&lt;br /&gt;
* Prevents new [[scar]]s from forming, even from brain damage. &lt;br /&gt;
* Heals 1 scar, permanent injury, or [[Ailments#Chronic|chronic condition]] ([[Alzheimer's]], [[asthma]], [[bad back]], [[cataract]]s, [[carcinoma]], [[dementia]], [[frail]], [[hearing loss]], [[blindness]], and [[organ decay]]) every 15-30 days, akin to (and alongside) [[luciferium]]. Includes scars from a scarification [[ritual]].{{IdeologyIcon}}&lt;br /&gt;
** Will ''not'' automatically heal [[trauma savant]] conditions.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gene implanter&amp;quot;&lt;br /&gt;
! Gene implanter&amp;lt;br&amp;gt;[[File:Gene_XenogermReimplanter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can implant a copy of their xenogerm into another person through a somewhat gross-looking injector organ. Their own genetic material will then regrow very slowly. If they implant while their genes are regrowing, they will die. ''&lt;br /&gt;
----&lt;br /&gt;
*Adds ability: [[File:Gene_XenogermReimplanter.png|16px]] Implant Genes&lt;br /&gt;
:''Implant this person's xenogenes into a willing subject using a special injector organ. If this person's genes are currently regrowing, they will implant their xenogerm and die in the process. When implanted, a xenogerm will overwrite the target's xenogenes. Germline genes will be unaffected.''&lt;br /&gt;
:* Passes on a copy of all xenogenes to a target. Both pawns will start regrowing genes for a [[Time|period of around 2 years]]. The pawn that implants the genes will suffer [[Hediffs/Biotech/Various/Gene_loss_shock|gene loss shock]] for 2 days as well. The pawn receiving the xenogerm will be put into [[Hediffs/Biotech/Various/Xenogermination_coma|xenogermination coma]] for a flat 2 days.&lt;br /&gt;
:* Using this ability while genes are regrowing will kill the caster and remove all of their xenogenes.&lt;br /&gt;
:* Cannot target a hostile pawn unless they are [[downed]].&lt;br /&gt;
:* Cannot target members of a temporary faction, even if they are downed. This can be worked-around by [[Prisoner|imprisoning]] the pawn then [[Slavery|enslaving]] or recruiting them, which changes their faction.&lt;br /&gt;
:* The caster must have xenogenes, and the target must be of a different [[xenotype]].&lt;br /&gt;
:* If the target's [[ideoligion]]{{IdeologyIcon}} includes one or more [[Ideoligion#Xenotype_preferences|xenotype preferences]],{{IdeologyIcon}} the caster's xenotype must match one of target's preferred types. This restriction applies even if the target is downed, enslaved or imprisoned.&lt;br /&gt;
:* If the caster has the [[#Bloodfeeder|bloodfeeder]] gene, they cannot target a pawn whose [[ideoligion]]{{IdeologyIcon}} includes the [[Ideoligion#Bloodfeeders|Bloodfeeders: Reviled]]{{IdeologyIcon}} precept. This restriction applies even if the target is downed.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Perfect immunity&amp;quot;&lt;br /&gt;
! Perfect immunity&amp;lt;br&amp;gt;[[File:Gene_PerfectImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archite-enhanced immune systems which intelligently destroy invaders. They are totally immune to most normal illnesses.''&lt;br /&gt;
----&lt;br /&gt;
* Immunity to [[flu]], [[malaria]], [[sleeping sickness]], [[plague]], [[infection]], [[lung rot]], [[gut worms]], [[muscle parasites]], and [[organ decay]]. This includes all the [[disease]]s that are fatal and that adult colonists can acquire.&lt;br /&gt;
** Despite the description, it only prevents new illnesses. It does ''not'' affect pre-existing conditions nor boost [[Immunity Gain Speed]]. &lt;br /&gt;
** Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Non-senescent&amp;quot;&lt;br /&gt;
! Non-senescent&amp;lt;br&amp;gt;[[File:Gene_NonSenescent.png|64px]]&lt;br /&gt;
| ''Carriers of this gene do not go through senescence in the normal way. They never get chronic age-related diseases like cancer, bad back, cataracts, or dementia.''&lt;br /&gt;
----&lt;br /&gt;
*Total immunity to [[carcinoma]], [[heart attack]], and [[Ailments#Chronic|chronic conditions]] ([[Alzheimer's]], [[Asthma]], [[Artery blockage]], [[Bad back]], [[Cataract]]s, [[Dementia]], [[Frail]], but not [[Hearing loss]]).&lt;br /&gt;
**Prevents these conditions from any source, not just aging. (e.g. [[nuclear stomach]],{{RoyaltyIcon}} [[toxic buildup]])&lt;br /&gt;
**Does ''not'' affect pre-existing conditions. &lt;br /&gt;
&lt;br /&gt;
| ''' 0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ageless&amp;quot;&lt;br /&gt;
! Ageless&amp;lt;br&amp;gt;[[File:Gene_Ageless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the bloodstream which continuously reverse the process of aging. Starting at the age of 13, carriers begin to biologically age slower. By 18, the aging process stops completely.''&lt;br /&gt;
----&lt;br /&gt;
* Aging ×1 at age 13 or lower. Rate linearly slows as the pawn gets older.&lt;br /&gt;
* Aging ×0 at age 18.5 or higher.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathless&amp;quot;&lt;br /&gt;
! Deathless&amp;lt;br&amp;gt;[[File:Gene_Deathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have archites in the blood which will sustain their life processes no matter what. As long as the brain remains intact, a carrier of this gene will never die.''&lt;br /&gt;
----&lt;br /&gt;
* If a pawn would've died, but the brain, head, or neck is not directly destroyed, they enter into either a regenerative coma or involuntary deathrest.&lt;br /&gt;
** Pawns without the Deathrest gene enter a regenerative coma. After all fatal conditions are removed, the regenerative coma lasts for 7 more days. [[Hemogen]] is unaffected.&lt;br /&gt;
** Pawns with the Deathrest gene enter involuntary [[deathrest]] and lose all [[Hemogen]]. After fatal conditions are removed, the usual deathrest mechanics take place.&lt;br /&gt;
** Does not regenerate limbs or organs, except for the torso.&lt;br /&gt;
** Entering the regeneration coma or involuntary deathrest will cause the pawn to lose 3% to 6% of total [[skill]] XP in a random skill.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×200% (also multiplied by the usual ×400% for 1 Archite capsule)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|7}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Archite metabolism&amp;quot;&lt;br /&gt;
! Archite metabolism&amp;lt;br&amp;gt;[[File:Gene_ArchiteMetabolism.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special archites in their cells that facilitate and optimize metabolism. This improves overall genetic and metabolic quality.''&lt;br /&gt;
----&lt;br /&gt;
* Increases metabolic efficiency by 6. No other effect.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150% (also multiplied by ×700% for 2 Archite capsules)&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|6}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Breathless&amp;quot;&lt;br /&gt;
! Breathless{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_Breathless.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can store concentrated oxygen in their bodies. Their cells consume much less oxygen, meaning they rarely need to breathe. These adaptations make them immune to the harmful effects of space, as well as environmental toxins, tox gas, acidic smog, and rot stink.''&lt;br /&gt;
----&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+100%}}&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* Immunity to [[vacuum burn]]s, [[tox gas]], [[acidic smog]], and [[rot stink]].&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| &lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
VacuumResistance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special abilities ==&lt;br /&gt;
{{Stub|section=1|reason=Acid spray has AP and its own Damage type etc. Further mechanical detail including how it works, what armor it opposes etc is needed}}&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire spew&amp;quot;&lt;br /&gt;
! Fire spew&amp;lt;br&amp;gt;[[File:Gene_Firespew.png|64px]]&lt;br /&gt;
| ''Carriers are able to spew flammable bile generated by a special organ in their neck. The bile sticks to anything in a small area and can ignite people, objects, and the ground.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:FireSpew.png|16px]] Fire spew&lt;br /&gt;
:''Spit a stream of sticky, flammable bile from the mouth. The bile can ignite anything or anyone it hits, and also form flaming pools on the ground. The bile is generated and stored by an organ in the neck, along with a separate pouch of hypergolic reactant for ignition.'' &lt;br /&gt;
:* Spits flammable liquid in a 7.9 tile triangle with a 3 tile wide end.{{Check Tag|Detail Needed|Damage? Filth? Etc. See CompProperties_AbilityFireSpew }}&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|300000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True. Note: AI will still target fire-immune targets.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Foam spray&amp;quot;&lt;br /&gt;
! Foam spray&amp;lt;br&amp;gt;[[File:Gene_FoamSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a fire-retardant foam. They can spew this foam over an area to extinguish fires.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_FoamSpray.png|16px]] Foam spray&lt;br /&gt;
:''Spray thick fire-retardant foam from glands in the neck up through the mouth. The foam will cover a small area and extinguish any fire it touches.'' &lt;br /&gt;
:* Spits firefoam in a 3x3 area around the target, up to 4 tiles away. This leaves [[firefoam]] filth on the ground, extinguishing fires and preventing new ones from igniting.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}} for all 3 charges. Cooldown will not begin until all charges have been expended.&lt;br /&gt;
:* Charges: 3&lt;br /&gt;
:* AI Can Use: False.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal warcall&amp;quot;&lt;br /&gt;
! Animal warcall&amp;lt;br&amp;gt;[[File:Gene_AnimalWarcall.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can perform an animal warcall, using a powerful bellow and psychic connection to call an animal to fight for them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AnimalWarcall.png|16px]] Animal warcall&lt;br /&gt;
:''With a powerful bellow and psychic connection, call an animal to fight your enemies for a few hours.'' &lt;br /&gt;
:* Turns the target berserk against all factions hostile to the caster for 12 in-game hours/{{ticks|500*60}}. -75 base goodwill when used on a friendly [[faction]]'s animal.&lt;br /&gt;
:* Target: Any single [[animal]] or [[wildman]]. Does not require [[LoS]] {{Check Tag|Detail|Does work on NPC animals, even hostile factions?}}&lt;br /&gt;
:* Range: 49.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|120}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|900000}} per charge.&lt;br /&gt;
:* Charges: 2&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Acid spray&amp;quot;&lt;br /&gt;
! Acid spray&amp;lt;br&amp;gt;[[File:Gene_AcidSpray.png|64px]]&lt;br /&gt;
| ''Carriers grow glands in the neck that generate and store a sticky acid substance, along with acid-tolerant tissues in the mouth. They can spew this acid over an area, where it will stick to enemies and burn them.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:AcidSpray.png|16px]] Acid spray&lt;br /&gt;
:''Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.''&lt;br /&gt;
:* Spits a fast-moving acid projectile in a 3x3 area around the target. This does 30 damage to buildings and items, and creates a harmless &amp;quot;spent acid&amp;quot; filth on each affected tile. Creatures in the affected area suffer a 30 damage burn (possibly spread over multiple body parts), but suffer no persistent damage over time. The attack has an {{AP}} of 80%{{Check Tag|Armor type?|Does this oppose heat armor? Sharp? blunt?}} and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Pawn or Location&lt;br /&gt;
:* Range: 8.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime|30000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: True.&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hemogen ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Prereq.&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogenic&amp;quot;&lt;br /&gt;
! Hemogenic&amp;lt;br&amp;gt;[[File:Gene_Hemogenic.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a reserve of biological strength powered by a resource called hemogen. The resource can be gained and spent in various ways, all of which are unlocked by other genes.  Carriers lose 2 hemogen per day from biological entropy.'' &lt;br /&gt;
----&lt;br /&gt;
* Creates a [[Hemogen]] need, which decreases by {{--|2}} per day.&lt;br /&gt;
** Increases by {{+|20}} per [[hemogen pack]] or Bloodfeed.&lt;br /&gt;
* Receive ''Hemogen Craving'' [[ailment]] when Hemogen hits 0. &amp;lt;br&amp;gt;Craving severity increases by 5% / hour with 0 hemogen. Severity decreases by 10% / hour with it.&lt;br /&gt;
** Hemogen Craving (minor, 0%): {{--|10}} [[mood]], [[Consciousness]] max {{Bad|90%}}, {{++|5%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (moderate, 35%): {{--|15}} [[mood]], [[Consciousness]] max {{Bad|80%}}, {{++|10%}} [[Pain]]&lt;br /&gt;
** Hemogen Craving (major, 70%): {{--|20}} [[mood]], [[Consciousness]] max {{Bad|50%}}, {{++|15%}} [[Pain]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hemogen drain&amp;quot;&lt;br /&gt;
! Hemogen drain&amp;lt;br&amp;gt;[[File:Gene_HemogenDrain.png|64px]]&lt;br /&gt;
| ''Carriers lose an additional 8 hemogen per day from biological entropy.''&lt;br /&gt;
----&lt;br /&gt;
*{{--|8}} [[Hemogen]] per day.&lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Coagulate&amp;quot;&lt;br /&gt;
! Coagulate&amp;lt;br&amp;gt;[[File:Gene_Coagulate.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special glands on their hands and wrists, as well as a unique salivary compound that they can use to rapidly tend wounds.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Coagulate.png|16px]] Coagulate&lt;br /&gt;
:''Use special glands in the wrists to quickly tend someone's wounds.'' &lt;br /&gt;
:* Tends wounds at 40-80% [[tend quality]].&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: ?&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bloodfeeder&amp;quot;&lt;br /&gt;
! Bloodfeeder&amp;lt;br&amp;gt;[[File:Gene_Bloodfeeder.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have small retractable fangs and an organ on the roof of the mouth which can extract hemogen from fresh warm blood. They can bite an unresisting person, suck the blood, and gain hemogen directly.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Gene_Bloodfeeder.png|16px]] Bloodfeed&lt;br /&gt;
:''Bite the target and extract hemogen directly from their blood. The target will lose blood and will be horrified by the interaction, but will be otherwise unharmed. A fast-acting coagulant will seal the wound to prevent bleeding. Can only target non-hemogenic humans. Hemogen gain is affected by the target’s body size.''&lt;br /&gt;
:* Feed on a pawn to gain up to {{+|20}} [[Hemogen]], which scales with target body size, but not the user's. &lt;br /&gt;
:** Target will gain {{++|45%}} [[blood loss]] and the {{--|5}} ''Fed on'' [[mood]]let (5 days, doesn't stack, negated by [[masochist]] trait and [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}}). Also gains a bloodfeeder mark on the neck (+1% [[pain]]).&lt;br /&gt;
:** If the target does not have enough blood, hemogen gain will be reduced accordingly.{{Check Tag|Detail}}&lt;br /&gt;
:** Bloodfeeder must have a non-0% [[Eating]] capacity.&lt;br /&gt;
:* Target: Single human target. Target must not have the Bloodfeeder gene. Must be [[downed]] or a [[colonist]], [[slave]],{{IdeologyIcon}} or [[prisoner]] not on a [[mental break]].&lt;br /&gt;
:** A warning will be given if it would kill the target or render them unconscious, but it will not account for continuing blood loss.&lt;br /&gt;
*{{+|2}} [[mood]] when near a [[blood torch]].&lt;br /&gt;
----&lt;br /&gt;
*Interaction with [[Ideoligion#Bloodfeeders|Bloodfeeders]] precept.{{IdeologyIcon}} &lt;br /&gt;
** Bloodfeeders: Revered - Believers have a higher [[opinion]] towards bloodfeeders,  negates moodlet for being fed on, mood bonus when bloodfeeders are in the colony or are the [[Ideoligion#Leader|Leader]],{{IdeologyIcon}} and mood penalty when they die.&lt;br /&gt;
** Bloodfeeders: Reviled. - Believers have a lower [[opinion]] towards bloodfeeders, mood penalty when bloodfeeders are in the colony or when they are bloodfeeder, and mood bonus when they die.&lt;br /&gt;
&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Longjump legs&amp;quot;&lt;br /&gt;
! Longjump legs&amp;lt;br&amp;gt;[[File:Gene_LongJumpLegs.png|64px]]&lt;br /&gt;
| ''Carriers have special hemogen-powered muscle fibers in their legs which allow them to jump great distances.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:Longjump.png|16px]] Longjump&lt;br /&gt;
:''Jump to a distant location using super-strong hemogen-powered legs.'' &lt;br /&gt;
:* Jump to the selected location, over non-LoS blocking objects, quickly but not instantly. Immune to all damage during the jump.&lt;br /&gt;
:* Target: Location in [[LoS]]&lt;br /&gt;
:* Range: 19.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* [[Hemogen]] Cost: 5&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Piercing spine&amp;quot;&lt;br /&gt;
! Piercing spine&amp;lt;br&amp;gt;[[File:Gene_PiercingSpine.png|64px]]&lt;br /&gt;
| ''Carriers grow an opening in their upper chest along with a quiver of keratin spines. Using a hemogen-powered chemical reaction, they can fire these spines at high speed at nearby targets with surprising accuracy.'' &lt;br /&gt;
----&lt;br /&gt;
* Adds ability: [[File:PiercingSpine.png|16px]] Piercing spine&lt;br /&gt;
:''Use a hemogenic chemical reaction to launch a bony spine at the target. The spine exits through the skin from an opening between the collarbones. Given the method of launch, it is surprisingly easy to aim.'' &lt;br /&gt;
:* Launches an unerring spine at the target, dealing 30 [[Damage Types#RangedStab|RangedStab]] damage, with an {{AP}} of 100% and a [[stopping power]] of 1.&lt;br /&gt;
:* Target: Single target in [[LoS]]&lt;br /&gt;
:* Range: 3.9 tiles&lt;br /&gt;
:* Warmup Time: {{Ticks|30}}&lt;br /&gt;
:* Cooldown Time: {{Ticks|60}}&lt;br /&gt;
:* [[Hemogen]] Cost: 20&lt;br /&gt;
:* AI Can Use: True&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deathrest&amp;quot;&lt;br /&gt;
! Deathrest&amp;lt;br&amp;gt;[[File:Gene_Deathrest.png|64px]]&lt;br /&gt;
| ''Carriers of this gene must periodically regenerate themselves in a special coma called deathrest. Deathrest takes days, but can confer substantial bonuses. Deathrest can be accelerated and its effects enhanced by the use of a variety of special buildings and technologies. Those who put off deathresting will suffer from deathrest exhaustion.''&lt;br /&gt;
----&lt;br /&gt;
*Creates a need for [[deathrest]] roughly every 30 days. &lt;br /&gt;
**Deathrest is initiated at a [[bed]] or [[deathrest casket]] and prevents action. It lasts for 4 days by default (3.6 days in casket), which can be interrupted for a stat penalty.&lt;br /&gt;
**If need hits 0, maximum [[Consciousness]] set to {{Bad|50%}} and [[Psychic Sensitivity]] -100%.&lt;br /&gt;
**See the [[deathrest|deathrest article]] for more details.&lt;br /&gt;
**Implanting new xenogerm, even with deathrest gene will reset pawn's deathrest capacity. &lt;br /&gt;
&lt;br /&gt;
| {{+|6}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Hemogenic&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Health ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak immunity&amp;quot;&lt;br /&gt;
! Weak immunity&amp;lt;br&amp;gt;[[File:Gene_WeakImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases more slowly than normal. They may die from infections that others would survive.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Bad|x90%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong immunity&amp;quot;&lt;br /&gt;
! Strong immunity&amp;lt;br&amp;gt;[[File:Gene_StrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super immunity&amp;quot;&lt;br /&gt;
! Super immunity&amp;lt;br&amp;gt;[[File:Gene_SuperStrongImmunity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Immunity Gain Speed]] {{Good|x150%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Immunity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow wound healing&amp;quot;&lt;br /&gt;
! Slow wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSlow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds half as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast wound healing&amp;quot;&lt;br /&gt;
! Fast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateFast.png|64px]]&lt;br /&gt;
| ''Carriers of this gene heal from wounds twice as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×200%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superfast wound healing&amp;quot;&lt;br /&gt;
! Superfast wound healing&amp;lt;br&amp;gt;[[File:Gene_WoundHealingRateSuperfast.png|64px]]&lt;br /&gt;
|''Carriers of this gene heal from wounds four times as fast as normal.'' &lt;br /&gt;
----&lt;br /&gt;
*Injury healing factor {{Good|×400%}}&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| WoundHealingRate&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Superclotting&amp;quot;&lt;br /&gt;
! Superclotting&amp;lt;br&amp;gt;[[File:Gene_Superclotting.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have extra-power coagulating factors in their blood, and will stop bleeding very quickly when wounded.'' &lt;br /&gt;
----&lt;br /&gt;
*Every 6 seconds, all bleeding wounds are automatically tended at 20-70% [[tend quality]]. The exact tend quality is fully random within this range.&lt;br /&gt;
*This renders it functionally impossible for the pawn to bleed out, at the minor downside of the wound being somewhat more susceptible to infection than being treated by a doctor under better conditions (e.g. by a skilled doctor, with industrial+ medicine, in a clean hospital).&lt;br /&gt;
*Does not affect non-bleeding wounds.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychics ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically deaf&amp;quot;&lt;br /&gt;
! Psychically deaf&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDeaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are deaf to all psychic energy and influence outside their own minds. They cannot be affected by psychic influence, nor can they ever wield psychic power.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically deaf]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychically dull&amp;quot;&lt;br /&gt;
! Psychically dull&amp;lt;br&amp;gt;[[File:Gene_PsychicallyDull.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are less psychically-sensitive than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Psychically dull]]&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psy-sensitive&amp;quot;&lt;br /&gt;
! Psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_EnhancedPsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are more psychically-sensitive than average.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +20%&lt;br /&gt;
* Meditation psyfocus gain {{+|10% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.1}} Neural Heat Recovery per second base. Effectively {{#expr:0.1*1.625 round 3}} Heat/s recovery at Level 6 psylink. &lt;br /&gt;
* Does not suppress the [[psychically dull]] or [[psychically deaf]] traits, but is applied afterwards. This increases the pawn's base psychic sensitivity to 70 / 20 respectively.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Super psy-sensitive&amp;quot;&lt;br /&gt;
! Super psy-sensitive&amp;lt;br&amp;gt;[[File:Gene_ExtremePsychicAbility.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more psychically-sensitive than most.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Psychic Sensitivity]] +40%&lt;br /&gt;
* Meditation psyfocus gain {{+|20% / day}} {{Check Tag|Verify|Verify and explain exact mechanic, order of operations, math etc}}&lt;br /&gt;
* {{+|0.2}} Neural Heat Recovery per second base. Effectively {{#expr:0.2*1.625 round 3}} Heat/s recovery at Level 6 psylink.&lt;br /&gt;
* Does not suppress the [[psychically dull]] or [[psychically deaf]] traits, but is applied afterwards. This increases the pawn's base psychic sensitivity to 90 / 40 respectively.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| PsychicAbility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Psychic bonding&amp;quot;&lt;br /&gt;
! Psychic bonding&amp;lt;br&amp;gt;[[File:Gene_PsychicBonding.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a special neural organ that makes them psychically bond with a lover for life. As long as the lovers are together, they will be happy. If they are physically separated, they will be disturbed by the distance. If one dies, the other's mind will be badly disrupted.'' &lt;br /&gt;
----&lt;br /&gt;
*Romance attempts always succeed&lt;br /&gt;
*Gains psychic bond with first attempted [[romance]] or [[lovin']]&lt;br /&gt;
:*''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf.''&lt;br /&gt;
:* Bonded pawns receive gain {{Good|×50%}} [[pain]] multiplier, {{+|15%}} [[consciousness]], {{+|12}} [[mood]] and {{+|10%}} [[psychic sensitivity]] when on same map or in the same [[caravan]].&lt;br /&gt;
:* Bonded pawns receive {{--|10}} [[mood]], {{+|5%}} [[psychic sensitivity]], and {{--|25%}} [[consciousness]] when not on same map or when one pawn is in stasis via [[cryptosleep casket]]s or a [[biosculpter pod]]{{IdeologyIcon}}.&lt;br /&gt;
:* Bonded pawns have {{Good|+50}} [[opinion]] of each other.&lt;br /&gt;
:* When one bonded pawn dies, the other will receive a {{--|25}} mood penalty that linearly decays over the course of 30 days. Note: if counseled, the counsel bonus will not decay, but will stay at the value it was applied with.&lt;br /&gt;
:* When a bonded pawn dies, the pawn with the psychic bonding gene will immediately suffer an extreme [[mental break]]. Violence disabled pawns can still go [[Mental break#Berserk|berserk]].&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow runner&amp;quot;&lt;br /&gt;
! Slow runner&amp;lt;br&amp;gt;[[File:Gene_SlowMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more slowly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fast runner&amp;quot;&lt;br /&gt;
! Fast runner&amp;lt;br&amp;gt;[[File:Gene_QuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.2}} {{CS}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very fast runner&amp;quot;&lt;br /&gt;
! Very fast runner&amp;lt;br&amp;gt;[[File:Gene_VeryQuickMovespeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move much more quickly than normal.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}}&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MoveSpeed&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Naked speed&amp;quot;&lt;br /&gt;
! Naked speed&amp;lt;br&amp;gt;[[File:Gene_NakedSpeed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move slower while clothed, and faster while naked.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move speed]]: {{--|0.20}} {{CS}} (clothed)&lt;br /&gt;
* [[Move speed]]: {{+|0.10}} {{CS}} (unclothed)&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Webbed phalanges&amp;quot;&lt;br /&gt;
! Webbed phalanges&amp;lt;br&amp;gt;[[File:Gene_WebbedPhalanges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have webbed fingers and toes, allowing them to move faster in water. Webbed fingers slightly reduce fine motor control.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|-5%}}&lt;br /&gt;
* [[Environment#Naturally generated surfaces|Water tiles]] no longer hinder movement for this pawn. &lt;br /&gt;
** Mechanically, any terrain with the '''water''' tag will be treated as having a movement speed of 100% for pawns with this gene.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mood ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very unhappy&amp;quot;&lt;br /&gt;
! Very unhappy&amp;lt;br&amp;gt;[[File:Gene_Depressive.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to negative emotion. They'll see the bad in every situation and have a much lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{Thought|desc=Natural penalty from 'very unhappy' gene.|label=Genetic depression|value=-10|stack=1}} &lt;br /&gt;
| {{+|5}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unhappy&amp;quot;&lt;br /&gt;
! Unhappy&amp;lt;br&amp;gt;[[File:Gene_Pessimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to pessimistic perceptions. They'll tend to interpret things negatively and have lower mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{Thought|desc=Natural penalty from 'unhappy' gene.|label=Genetic pessimism|value=-5|stack=1}}&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Happy&amp;quot;&lt;br /&gt;
! Happy&amp;lt;br&amp;gt;[[File:Gene_Optimist.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are predisposed to optimistic feelings. They'll have higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{Thought|desc=Natural bonus from 'happy' gene.|label=Genetic optimism|value=+5|stack=1}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mood&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very happy&amp;quot;&lt;br /&gt;
! Very happy&amp;lt;br&amp;gt;[[File:Gene_Sanguine.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are highly predisposed to optimism and not at all inclined to think negatively. They'll have much higher mood than others.'' &lt;br /&gt;
----&lt;br /&gt;
* Permanent {{Thought|desc=Natural bonus from 'very happy' gene.|label=Genetic joy|value=+10|stack=1}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Mood&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold weakness&amp;quot;&lt;br /&gt;
! Cold weakness&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{++|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold tolerant&amp;quot;&lt;br /&gt;
! Cold tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cold super-tolerant&amp;quot;&lt;br /&gt;
! Cold super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MinTemperatureLargeDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MinTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat weakness&amp;quot;&lt;br /&gt;
! Heat weakness&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallDecrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly less comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{--|{{temperature|5||delta}}}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat tolerant&amp;quot;&lt;br /&gt;
! Heat tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureSmallIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are slightly more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|10||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heat super-tolerant&amp;quot;&lt;br /&gt;
! Heat super-tolerant&amp;lt;br&amp;gt;[[File:Gene_MaxTemperatureLargeIncrease.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are much more comfortable in warm temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Maximum Comfortable Temperature]]: {{+|{{temperature|20||delta}}}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| MaxTemperature&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resistance and sensitivity ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox resistance&amp;quot;&lt;br /&gt;
! Tox resistance&amp;lt;br&amp;gt;[[File:Gene_PartialToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to toxic buildup from any source. This includes pollution, toxic fallout, tox gas, and direct attacks with venom or injected poison. They'll gain half the amount of toxic buildup compared to others.  Cellular filters in the lung and skin reduce the dose of toxins entering the bloodstream. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tox immunity&amp;quot;&lt;br /&gt;
! Tox immunity&amp;lt;br&amp;gt;[[File:Gene_TotalToxicityResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are totally immune to toxic buildup from all sources including polluted terrain, toxic fallout, tox gas, and direct attacks with venom or injected poison. They are also not bothered by acidic smog.  The carrier's biochemical pathways are modified to route around interference from nearly all known toxins. Along with enhancements to the kidneys and liver, this keeps carriers comfortable in even the most toxic of environments. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| ToxResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Partial antitoxic lungs&amp;quot;&lt;br /&gt;
! Partial antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_PartialPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are resistant to environmental toxins. They get less toxic buildup from tox gas, polluted terrain, and toxic fallout, but are still vulnerable to direct attacks with venom or injected poison. Additionally, they build up rot stink exposure slower. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|50%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Total antitoxic lungs&amp;quot;&lt;br /&gt;
! Total antitoxic lungs&amp;lt;br&amp;gt;[[File:Gene_TotalPollutionResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure. &lt;br /&gt;
----&lt;br /&gt;
* [[Toxic Environment Resistance]]: {{+|100%}}&lt;br /&gt;
* [[Tox gas]] immunity&lt;br /&gt;
* Removes mood: Toxic fallout: -5&lt;br /&gt;
* Removes mood: Acidic smog: -5&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| ToxicEnvironmentResistance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild UV sensitivity&amp;quot;&lt;br /&gt;
! Mild UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_MildUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react painfully to UV radiation. They are unusually sensitive to sunlight. &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×90%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|6}}&lt;br /&gt;
* Does not cause [[pain]], despite the description.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Intense UV sensitivity&amp;quot;&lt;br /&gt;
! Intense UV sensitivity&amp;lt;br&amp;gt;[[File:Gene_IntenseUVSensitivity.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have biological compounds in their skin that react dangerously to UV radiation. They are intensely sensitive to sunlight.'' &lt;br /&gt;
----&lt;br /&gt;
* When in sunlight (when on an unroofed tile while [[light]] levels from {{Hover title|Sunlamps and other artificial light sources don't count|natural sunlight}} are 11% or more):&lt;br /&gt;
** [[Move Speed]] {{Bad|×80%}}&lt;br /&gt;
** Mood: ''Sunlight Sensitivity'': {{--|12}}&lt;br /&gt;
* Does not cause [[pain]].&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| UVSensitivity&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fire resistant&amp;quot;&lt;br /&gt;
! Fire resistant&amp;lt;br&amp;gt;[[File:Gene_FireResistant.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have special fast-acting sweat glands and heat-resistant skin. They only take 25% of the normal damage from fire. The chance of them catching on fire is also drastically reduced. &lt;br /&gt;
----&lt;br /&gt;
* [[Flammability]] {{Good|x10%}}&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Good|x25%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Tinderskin&amp;quot;&lt;br /&gt;
! Tinderskin&amp;lt;br&amp;gt;[[File:Gene_FireWeakness.png|64px]]&lt;br /&gt;
| ''Carriers have dry, thin skin which burns easily from fire, and their immune systems react very poorly to this kind of threat. Damage from fire is multiplied by 4. &lt;br /&gt;
----&lt;br /&gt;
* [[Damage Type#Flame|Flame]] damage {{Bad|x400%}}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that this does not affect [[Damage Type#Heat|Heat]] or [[Damage Type#Vaporize|Vaporize]] damage&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| FireDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pyrophobia&amp;quot;&lt;br /&gt;
! Pyrophobia&amp;lt;br&amp;gt;[[File:Gene_FireTerror.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an intense fear of fire. When fires are close, there is a chance they will have a mental breakdown at any moment. &lt;br /&gt;
----&lt;br /&gt;
* If the pawn has line of sight of a fire within 19.9 tiles, it is considered &amp;quot;near fire&amp;quot; and the following happens:&lt;br /&gt;
** {{--|10}} ''Afraid of fire'' [[mood]]let&lt;br /&gt;
** 0.1 day mtb chance of &amp;quot;Fire terror&amp;quot; mental break that cause &amp;quot;panic-fleeing fire&amp;quot; mental state, ends when not &amp;quot;near fire&amp;quot; for {{Ticks|500}}&lt;br /&gt;
* Suppresses [[Pyromaniac]] trait&lt;br /&gt;
:&amp;lt;small&amp;gt;Note that blind pawns are still affected by pyrophobia, and will still flee&amp;lt;/small&amp;gt;&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Vacuum resistant&amp;quot;&lt;br /&gt;
! Vacuum resistant&amp;lt;br&amp;gt;{{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_VacuumResistance.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have skin that releases a waxy substance when air pressure is low, preventing vacuum burns and allowing them to survive longer when exposed to vacuum.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to vacuum burns&lt;br /&gt;
* [[Vacuum resistance]]: {{Good|+45%}}&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| VacuumResistance&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Violence ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dead calm&amp;quot;&lt;br /&gt;
! Dead calm&amp;lt;br&amp;gt;[[File:Gene_DeadCalm.png|64px]]&lt;br /&gt;
| Carriers of this gene feel calm in every situation and have a very placid demeanor. They will never start social fights or have aggressive mental breaks.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Will never do social fights&lt;br /&gt;
** Mental breaks are never violent (Tantrum, Berserk, Slaughterer, Murderous Rage)&lt;br /&gt;
** Will never prison break&lt;br /&gt;
** [[Arrest]]ing never fails, and will never berserk on arrest.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Aggression&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Aggressive&amp;quot;&lt;br /&gt;
! Aggressive&amp;lt;br&amp;gt;[[File:Gene_Aggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×200%&lt;br /&gt;
** Chance mental break is violent ×200% (Tantrum, Berserk, Slaughterer, Murderous Rage) {{Check Tag|Wb minor breaks?|Minor has no violent options. Does this affect the chance at that tier in any way?}}&lt;br /&gt;
** Prison break interval factor ×60%&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hyper-aggressive&amp;quot;&lt;br /&gt;
! Hyper-aggressive&amp;lt;br&amp;gt;[[File:Gene_HyperAggressive.png|64px]]&lt;br /&gt;
| Carriers of this gene are hormonally high-strung and very aggressive. They are three times as likely to start social fights. Any mental break they have will be of an aggressive type.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Social fight chance factor ×300%&lt;br /&gt;
** Mental breaks are always{{Check Tag|Verify|Nominally, it multiplies the chance of a violent break by 999x, so it is still possible but unlikely to have a non-violent. Confirm which. Look at TryRandomElementByWeight}} violent where possible.(Tantrum, Berserk, Slaughterer, Murderous Rage) Tiers without violent options, i.e. Minor breaks, non-violent breaks are chosen instead.{{Check Tag|All types?|For tiers without violent options, so they use the standard chances or does it.have default?}}&lt;br /&gt;
** Prison break interval factor ×40%&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Aggression&amp;lt;br&amp;gt;Aggressive&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Weak melee damage&amp;quot;&lt;br /&gt;
! Weak melee damage&amp;lt;br&amp;gt;[[File:Gene_WeakMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do less damage in close-quarters combat. Weak fast-twitch muscle fibers make their strikes shaky and weak.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×50%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee damage&amp;quot;&lt;br /&gt;
! Strong melee damage&amp;lt;br&amp;gt;[[File:Gene_StrongMeleeDamage.png|64px]]&lt;br /&gt;
| Carriers of this gene do more damage in close-quarters combat. Extra-strong fast-twitch muscle fibers make their strikes accurate and powerful.&lt;br /&gt;
----&lt;br /&gt;
* [[Melee damage factor]] ×150%&lt;br /&gt;
** This also affects melee {{AP}} when calculated from damage. It does not affect the AP of weapons that are set independently of damage, such as: [[Spear]]s, [[Monosword]]s,{{RoyaltyIcon}} [[Persona monosword]]s,{{RoyaltyIcon}} [[Hand talon]],{{RoyaltyIcon}} [[Knee spike]]s,{{RoyaltyIcon}} and [[flesh whip]]s{{AnomalyIcon}}.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| MeleeDamage&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Violence disabled&amp;quot;&lt;br /&gt;
! Violence disabled&amp;lt;br&amp;gt;[[File:Gene_ViolenceDisabled.png|64px]]&lt;br /&gt;
| Carriers of this gene are emotionally and mentally incapable of engaging in violence. They are overwhelmingly resistant to and horrified by the idea of hurting another.&lt;br /&gt;
----&lt;br /&gt;
*Disables work:&lt;br /&gt;
** Hunt&lt;br /&gt;
** Violent&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| MeleeDamage&amp;lt;br&amp;gt;ShootingAccuracy&amp;lt;br&amp;gt;Aggressive&amp;lt;br&amp;gt;KillThirst&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kind instinct&amp;quot;&lt;br /&gt;
! Kind instinct&amp;lt;br&amp;gt;[[File:Gene_KindInstinct.png|64px]]&lt;br /&gt;
| Carriers of this gene are high in trait agreeableness and are very conscientious. They rarely insult others and will sometimes offer kind words to brighten the moods of those around them. They also never judge people by their appearance.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Kind]]&lt;br /&gt;
* Suppresses [[Abrasive]] and [[Psychopath]] traits&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Kill thirst&amp;quot;&lt;br /&gt;
! Kill thirst&amp;lt;br&amp;gt;[[File:Gene_Killthirst.png|64px]]&lt;br /&gt;
| Carriers of this gene lust for the feeling of ending another's life. They will become irritated if they go for too long without killing someone in close combat.&lt;br /&gt;
---- &lt;br /&gt;
*Causes [[need]]: [[Kill satiety]]. Inflicts an increasing mood penalty during long periods between melee kills. See the [[Kill satiety]] page for details.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| KillThirst&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very sleepy&amp;quot;&lt;br /&gt;
! Very sleepy&amp;lt;br&amp;gt;[[File:Gene_VerySleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired much faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×180%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleepy&amp;quot;&lt;br /&gt;
! Sleepy&amp;lt;br&amp;gt;[[File:Gene_Sleepy.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired somewhat faster than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Bad|×140%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low sleep&amp;quot;&lt;br /&gt;
! Low sleep&amp;lt;br&amp;gt;[[File:Gene_QuickSleeper.png|64px]]&lt;br /&gt;
| Carriers of this gene get tired less quickly than others.&lt;br /&gt;
----&lt;br /&gt;
* [[Sleep Fall Rate]]: {{Good|×40%}}&lt;br /&gt;
| {{--|4}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Sleep&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Never sleep&amp;quot;&lt;br /&gt;
! Never sleep&amp;lt;br&amp;gt;[[File:Gene_Neversleep.png|64px]]&lt;br /&gt;
| Carriers of this gene have a unique metabolic process which allows clusters of neurons to sleep while the rest of the brain stays awake. They never need to sleep.&lt;br /&gt;
----&lt;br /&gt;
* Effects:&lt;br /&gt;
** Disables [[need]]: [[Sleep]]&lt;br /&gt;
** If all pawns in a [[caravan]] have either this gene, a [[circadian half-cycler]],{{RoyaltyIcon}} or the [[body mastery]]{{AnomalyIcon}} trait, and they travel without animals, they don't need to [[Caravan#Caravan schedule|stop at night]].&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×125%&lt;br /&gt;
| {{--|6}}&lt;br /&gt;
| {{Bad|3}}&lt;br /&gt;
| -&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pain ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Delicate&amp;quot;&lt;br /&gt;
! Delicate&amp;lt;br&amp;gt;[[File:Gene_Delicate.png|64px]]&lt;br /&gt;
| Carriers of this gene take greater injuries than others from the same damage. They have thin, brittle bones and less binding molecules in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Delicate]]&lt;br /&gt;
* Suppresses [[Tough]] trait&lt;br /&gt;
&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust&amp;quot;&lt;br /&gt;
! Robust&amp;lt;br&amp;gt;[[File:Gene_Tough.png|64px]]&lt;br /&gt;
| Carriers of this gene take less injuries than others from the same damage. They have thickened, densified bones, nearly-solid ribcages, and strengthened binding factors in joints and flesh.&lt;br /&gt;
----&lt;br /&gt;
* {{Good|x75%}} [[Incoming Damage Multiplier]]&lt;br /&gt;
** Note that despite being incompatible with the [[#Delicate|Delicate]] gene, it stacks multiplicatively with other Incoming Damage Multiplier factors, including the [[Delicate]] ''trait''. See for [[Incoming Damage Multiplier]] further details on stacking.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Toughness&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Extra pain&amp;quot;&lt;br /&gt;
! Extra pain&amp;lt;br&amp;gt;[[File:Gene_ExtraPain.png|64px]]&lt;br /&gt;
| Carriers of this gene feel more pain than others given the same injuries. Neuron activity in the brain's nociception center is amplified, so pain feels extra-intense and fiery. This can be protective, but overall it's considered a negative and makes it hard to push through difficult situations.&lt;br /&gt;
----&lt;br /&gt;
* Forced [[trait]]: [[Wimp]]&lt;br /&gt;
* Suppresses [[Masochist]] and [[Brawler]] traits&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Pain&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reduced pain&amp;quot;&lt;br /&gt;
! Reduced pain&amp;lt;br&amp;gt;[[File:Gene_PainReduced.png|64px]]&lt;br /&gt;
| Carriers of this gene feel half as much pain compared to a baseliner. Reduced neuron activity in the brain's nociception centers makes pain dull and faint. This can be advantageous sometimes, and dangerous other times.&lt;br /&gt;
----&lt;br /&gt;
* Pain ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Pain&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low libido&amp;quot;&lt;br /&gt;
! Low libido&amp;lt;br&amp;gt;[[File:Gene_LowLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are less likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Bad|x2}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;High libido&amp;quot;&lt;br /&gt;
! High libido&amp;lt;br&amp;gt;[[File:Gene_HighLibido.png|64px]]&lt;br /&gt;
| Carriers of this gene are more likely to engage in lovin' with their partner.&lt;br /&gt;
----&lt;br /&gt;
* {{MTB}} [[Lovin']] Factor: {{Good|x0.5}} &lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Libido&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sterile&amp;quot;&lt;br /&gt;
! Sterile&amp;lt;br&amp;gt;[[File:Gene_Sterile.png|64px]]&lt;br /&gt;
| Carriers of this gene cannot reproduce by natural means.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×0%&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fertile&amp;quot;&lt;br /&gt;
! Fertile&amp;lt;br&amp;gt;[[File:Gene_Fertile.png|64px]]&lt;br /&gt;
| Carriers of this gene have a higher chance of becoming pregnant or impregnating others.&lt;br /&gt;
----&lt;br /&gt;
* Fertility ×200%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Fertility&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Beauty ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
|- id=&amp;quot;Very unattractive&amp;quot;&lt;br /&gt;
! Very unattractive&amp;lt;br&amp;gt;[[File:Gene_StaggeringlyUgly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have misshapen, asymmetrical facial structures and blotchy skin. They're hard to look at.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|2}}&lt;br /&gt;
* [[Market Value]]: {{bad|-700}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unattractive&amp;quot;&lt;br /&gt;
! Unattractive&amp;lt;br&amp;gt;[[File:Gene_Ugly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{--|1}}&lt;br /&gt;
* [[Market Value]]: {{bad|-350}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Attractive&amp;quot;&lt;br /&gt;
! Attractive&amp;lt;br&amp;gt;[[File:Gene_Pretty.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have unusually symmetrical, balanced facial features and extra-clear skin which gives them a pleasing appearance.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|1}}&lt;br /&gt;
* [[Market Value]]: {{+|350}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Beauty&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Very attractive&amp;quot;&lt;br /&gt;
! Very attractive&amp;lt;br&amp;gt;[[File:Gene_Beautiful.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have remarkably precise and symmetrical faces. Their features are distinctive and strong without being exaggerated, and their skin is nearly perfect. They are generally seen as beautiful.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Beauty (Pawn)]]: {{+|2}}&lt;br /&gt;
* [[Market Value]]: {{+|700}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Beauty&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cosmetic ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red eyes&amp;quot;&lt;br /&gt;
! Red eyes&amp;lt;br&amp;gt;[[File:Gene_RedEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deeply red-pigmented eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray eyes&amp;quot;&lt;br /&gt;
! Gray eyes&amp;lt;br&amp;gt;[[File:Gene_GrayEyes.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pale white-gray eyes.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| EyeColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;No hair&amp;quot;&lt;br /&gt;
! No hair&amp;lt;br&amp;gt;[[File:Gene_HairStyleBaldOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no hair on the head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Short-haired&amp;quot;&lt;br /&gt;
! Short-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleShortOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene can only grow short hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Long-haired&amp;quot;&lt;br /&gt;
! Long-haired&amp;lt;br&amp;gt;[[File:Gene_HairStyleLongOnly.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow hair on the head very quickly.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Only bushy beards&amp;quot;&lt;br /&gt;
! Only bushy beards&amp;lt;br&amp;gt;[[File:Gene_BeardStyleBushyOnly.png|64px]]&lt;br /&gt;
| ''Male carriers of this gene experience rapid beard growth and are uncomfortable cutting their beards.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Beardless&amp;quot;&lt;br /&gt;
! Beardless&amp;lt;br&amp;gt;[[File:Gene_BeardStyleNone.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow no facial hair.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unisex beards&amp;quot;&lt;br /&gt;
! Unisex beards&amp;lt;br&amp;gt;[[File:Gene_UnisexBeards.png|64px]]&lt;br /&gt;
| ''Carriers of this gene always have thick facial hair, even women.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BeardStyle&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human ears&amp;quot;&lt;br /&gt;
! Human ears&amp;lt;br&amp;gt;[[File:Gene_EarHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pointed ears&amp;quot;&lt;br /&gt;
! Pointed ears&amp;lt;br&amp;gt;[[File:Gene_EarPointed.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pointed ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cat ears&amp;quot;&lt;br /&gt;
! Cat ears&amp;lt;br&amp;gt;[[File:Gene_EarCat.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have cat-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Floppy ears&amp;quot;&lt;br /&gt;
! Floppy ears&amp;lt;br&amp;gt;[[File:Gene_EarFloppy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow long, floppy hound-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig ears&amp;quot;&lt;br /&gt;
! Pig ears&amp;lt;br&amp;gt;[[File:Gene_EarPig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene will grow pointed pig-like ears.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Ears&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human nose&amp;quot;&lt;br /&gt;
! Human nose&amp;lt;br&amp;gt;[[File:Gene_NoseHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human noses.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human jaw&amp;quot;&lt;br /&gt;
! Human jaw&amp;lt;br&amp;gt;[[File:Gene_JawBaseline.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regularly-shaped jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy jaw&amp;quot;&lt;br /&gt;
! Heavy jaw&amp;lt;br&amp;gt;[[File:Gene_JawHeavy.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have large jaws.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gaunt head&amp;quot;&lt;br /&gt;
! Gaunt head&amp;lt;br&amp;gt;[[File:Gene_GauntHead.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a pinched, gaunt appearance in their face and head.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Jaw&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Heavy brow&amp;quot;&lt;br /&gt;
! Heavy brow&amp;lt;br&amp;gt;[[File:Gene_HeavyBrow.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a prominent brow.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Center-horn&amp;quot;&lt;br /&gt;
! Center-horn&amp;lt;br&amp;gt;[[File:Gene_HeadboneCenterhorn.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a single horn protruding from the center of the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mini-horns&amp;quot;&lt;br /&gt;
! Mini-horns&amp;lt;br&amp;gt;[[File:Gene_HeadboneMinihorns.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow two small horns protruding from the forehead.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human headbone&amp;quot;&lt;br /&gt;
! Human headbone&amp;lt;br&amp;gt;[[File:Gene_HeadboneHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human skulls.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Headbone&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human voice&amp;quot;&lt;br /&gt;
! Human voice&amp;lt;br&amp;gt;[[File:Gene_VoiceHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human vocal cords.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig voice&amp;quot;&lt;br /&gt;
! Pig voice&amp;lt;br&amp;gt;[[File:Gene_VoicePig.png|64px]]&lt;br /&gt;
| ''Carriers have a squealing voice like that of a pig.''&amp;lt;br&amp;gt;[[File:Pawn_Pigskin_Call_02e.wav ]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Roar voice&amp;quot;&lt;br /&gt;
! Roar voice&amp;lt;br&amp;gt;[[File:Gene_VoiceRoar.png|64px]]&lt;br /&gt;
| ''Carriers have an animal-like roaring voice.''&amp;lt;br&amp;gt;[[File:Roar_Voice_Call_B02.wav]]&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Voice&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Facial ridges&amp;quot;&lt;br /&gt;
! Facial ridges&amp;lt;br&amp;gt;[[File:Gene_FacialRidges.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow raised ridges of skin on their face.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Body type ===&lt;br /&gt;
Since people without these genes can have any of the four body types, these genes effectively limit what body types a xenotype can have. For example, [[File:Neanderthal.png|20px|link=Neanderthals]][[Neanderthals]] cannot be thin, because they have all three of the other genes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Standard body&amp;quot;&lt;br /&gt;
! Standard body&amp;lt;br&amp;gt;[[File:Gene_BodyStandard.png|64px]]&lt;br /&gt;
| ''Carriers can have average-shaped bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Thin body&amp;quot;&lt;br /&gt;
! Thin body&amp;lt;br&amp;gt;[[File:Gene_BodyThin.png|64px]]&lt;br /&gt;
| ''Carriers can have thin bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fat body&amp;quot;&lt;br /&gt;
! Fat body&amp;lt;br&amp;gt;[[File:Gene_BodyFat.png|64px]]&lt;br /&gt;
| ''Carriers can have fat bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| BodyType&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Hulk body&amp;quot;&lt;br /&gt;
! Hulk body&amp;lt;br&amp;gt;[[File:Gene_BodyHulk.png|64px]]&lt;br /&gt;
| ''Carriers can have large bodies. A person can have more than one body type gene; one body type will be chosen among those that are allowed.''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| BodyType&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hair ===&lt;br /&gt;
These genes are defined in Core, not Biotech.&lt;br /&gt;
&lt;br /&gt;
All of them have a &amp;quot;random brightness factor&amp;quot; of 0.12 unless otherwise specified. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Snow-white hair&amp;quot;&lt;br /&gt;
! Snow-white hair&amp;lt;br&amp;gt;[[File:Hair_SnowWhite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (250, 250, 250)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gray hair&amp;quot;&lt;br /&gt;
! Gray hair&amp;lt;br&amp;gt;[[File:Hair_Grey.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.65, 0.65, 0.65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.02&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blonde hair&amp;quot;&lt;br /&gt;
! Blonde hair&amp;lt;br&amp;gt;[[File:Hair_Blonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (237, 202, 156)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sandy-blonde hair&amp;quot;&lt;br /&gt;
! Sandy-blonde hair&amp;lt;br&amp;gt;[[File:Hair_SandyBlonde.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (193, 146, 85)&lt;br /&gt;
* Selection weight factor with dark skin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange hair&amp;quot;&lt;br /&gt;
! Orange hair&amp;lt;br&amp;gt;[[File:Hair_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (189, 133, 49)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Reddish-brown hair&amp;quot;&lt;br /&gt;
! Reddish-brown hair&amp;lt;br&amp;gt;[[File:Hair_ReddishBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (132, 83, 47)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Brown hair&amp;quot;&lt;br /&gt;
! Brown hair&amp;lt;br&amp;gt;[[File:Hair_Brown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (90, 58, 32)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1?&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-brown hair&amp;quot;&lt;br /&gt;
! Dark-brown hair&amp;lt;br&amp;gt;[[File:Hair_DarkBrown.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (56, 36, 18)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-reddish hair&amp;quot;&lt;br /&gt;
! Dark-reddish hair&amp;lt;br&amp;gt;[[File:Hair_DarkReddish.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.25, 0.2, 0.15)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mid-black hair&amp;quot;&lt;br /&gt;
! Mid-black hair&amp;lt;br&amp;gt;[[File:Hair_MidBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.31, 0.28, 0.26)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark-black hair&amp;quot;&lt;br /&gt;
! Dark-black hair&amp;lt;br&amp;gt;[[File:Hair_DarkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (0.2, 0.2, 0.2)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 1.5&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink-black hair&amp;quot;&lt;br /&gt;
! Ink-black hair&amp;lt;br&amp;gt;[[File:Hair_InkBlack.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (25, 25, 25)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue hair&amp;quot;&lt;br /&gt;
! Blue hair&amp;lt;br&amp;gt;[[File:Hair_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (34, 63, 227)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Teal hair&amp;quot;&lt;br /&gt;
! Teal hair&amp;lt;br&amp;gt;[[File:Hair_Teal.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (52, 191, 182)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green hair&amp;quot;&lt;br /&gt;
! Green hair&amp;lt;br&amp;gt;[[File:Hair_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (72, 201, 40)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pink hair&amp;quot;&lt;br /&gt;
! Pink hair&amp;lt;br&amp;gt;[[File:Hair_Pink.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 149)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple hair&amp;quot;&lt;br /&gt;
! Purple hair&amp;lt;br&amp;gt;[[File:Hair_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (227, 115, 255)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Red hair&amp;quot;&lt;br /&gt;
! Red hair&amp;lt;br&amp;gt;[[File:Hair_Red.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Hair color override: (191, 86, 86)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.05&lt;br /&gt;
| -&lt;br /&gt;
| HairColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Melanin ===&lt;br /&gt;
&lt;br /&gt;
These natural skin colors are '''not available in the xenotype editor and cannot be extracted'''. Every person gets one of these as a germline gene unless they already have a skin-color germline gene (e.g. [[File:Dirtmole.png|20px|link=Dirtmoles]][[Dirtmoles]] have light gray skin instead of these).&lt;br /&gt;
&lt;br /&gt;
These genes are defined in Core, not Biotech. They are all named &amp;quot;Skin color&amp;quot; in-game.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! Weight&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin1&amp;quot;&lt;br /&gt;
! Skin_Melanin1&amp;lt;br&amp;gt;[[File:Skin_Melanin1.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 237, 224)&lt;br /&gt;
* Min melanin: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin2&amp;quot;&lt;br /&gt;
! Skin_Melanin2&amp;lt;br&amp;gt;[[File:Skin_Melanin2.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 213)&lt;br /&gt;
* Min melanin: 0.1&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin3&amp;quot;&lt;br /&gt;
! Skin_Melanin3&amp;lt;br&amp;gt;[[File:Skin_Melanin3.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 201)&lt;br /&gt;
* Min melanin: 0.25&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin4&amp;quot;&lt;br /&gt;
! Skin_Melanin4&amp;lt;br&amp;gt;[[File:Skin_Melanin4.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (255, 239, 189)&lt;br /&gt;
* Min melanin: 0.45&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin5&amp;quot;&lt;br /&gt;
! Skin_Melanin5&amp;lt;br&amp;gt;[[File:Skin_Melanin5.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (249, 219, 165)&lt;br /&gt;
* Min melanin: 0.58&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin6&amp;quot;&lt;br /&gt;
! Skin_Melanin6&amp;lt;br&amp;gt;[[File:Skin_Melanin6.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (242, 199, 140)&lt;br /&gt;
* Min melanin: 0.63&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin7&amp;quot;&lt;br /&gt;
! Skin_Melanin7&amp;lt;br&amp;gt;[[File:Skin_Melanin7.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (228, 158, 90)&lt;br /&gt;
* Min melanin: 0.75&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0? 1?&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin8&amp;quot;&lt;br /&gt;
! Skin_Melanin8&amp;lt;br&amp;gt;[[File:Skin_Melanin8.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (130, 91, 48)&lt;br /&gt;
* Min melanin: 0.83&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.5&lt;br /&gt;
| SkinColor&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skin_Melanin9&amp;quot;&lt;br /&gt;
! Skin_Melanin9&amp;lt;br&amp;gt;[[File:Skin_Melanin9.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have a particular skin color. With multiple skin color genes, one is randomly selected.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color base: (99, 70, 36)&lt;br /&gt;
* Min melanin: 0.9&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| 0.2&lt;br /&gt;
| SkinColor&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
These exotic (non-natural) skin colors do not appear on anyone without the gene. Like body type genes and hair genes, a person can have more than one skin color gene (e.g. [[File:Impid.png|20px|link=Impids]][[Impids]] have three), and one will be chosen.&lt;br /&gt;
&lt;br /&gt;
All of these genes have a &amp;quot;random brightness factor&amp;quot; of 0.18 unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Green skin&amp;quot;&lt;br /&gt;
! Green skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Green.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a green color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (169,182,108)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep yellow skin&amp;quot;&lt;br /&gt;
! Deep yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a deep yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (204, 199, 65)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale yellow skin&amp;quot;&lt;br /&gt;
! Pale yellow skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Yellow_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a grayish yellow color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (193, 165, 99)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Orange skin&amp;quot;&lt;br /&gt;
! Orange skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Orange.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin an orange color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (210, 114, 63)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Deep red skin&amp;quot;&lt;br /&gt;
! Deep red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Deep.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a deep-red pigment that gives their skin an almost bloody appearance.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (150, 62, 62)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pale red skin&amp;quot;&lt;br /&gt;
! Pale red skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Red_Pale.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a moderate red color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (222, 106, 106)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Purple skin&amp;quot;&lt;br /&gt;
! Purple skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Purple.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that gives their skin a purple color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (97, 87, 195)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blue skin&amp;quot;&lt;br /&gt;
! Blue skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Blue.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a blue color.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (100, 165, 193)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sheer white skin&amp;quot;&lt;br /&gt;
! Sheer white skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_White.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have sheer white skin, unlike natural skin tones, due to a special engineered reflective cell covering.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (250, 240, 240)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Light gray skin&amp;quot;&lt;br /&gt;
! Light gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Light_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this produce a light-gray pigment in their skin.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (200, 200, 200)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slate gray skin&amp;quot;&lt;br /&gt;
! Slate gray skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Gray.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (90, 90, 90)&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ink black skin&amp;quot;&lt;br /&gt;
! Ink black skin&amp;lt;br&amp;gt;[[File:FanGene_SkinColor_Black.png|64px]]&lt;br /&gt;
| ''Carriers of this gene produce a pigment that turns their skin a pale black color almost as dark as ink.''&lt;br /&gt;
----&lt;br /&gt;
* Skin color override: (55, 55, 55)&lt;br /&gt;
* Random brightness factor: 0&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| -&lt;br /&gt;
| SkinColorOverride&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Exclude&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong stomach&amp;quot;&lt;br /&gt;
! Strong stomach&amp;lt;br&amp;gt;[[File:Gene_StrongStomach.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have an extra toxin-filtering organ in their stomach and will never suffer from food poisoning even after eating rotten food.'' &lt;br /&gt;
----&lt;br /&gt;
* Immune to [[food poisoning]].&lt;br /&gt;
** Does ''not'' affect pre-existing conditions. Only prevents new illnesses.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Robust digestion&amp;quot;&lt;br /&gt;
! Robust digestion&amp;lt;br&amp;gt;[[File:Gene_RobustDigestion.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a multi-fold stomach, allowing them to digest raw foods more efficiently than baseline humans. In general, they get the same nutrition from raw food as from if it is cooked. They also don't mind the taste of raw food at all.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Raw Nutrition Multiplier]] {{Good|×180%}}&lt;br /&gt;
** Note: Does not apply to [[insect jelly]] or fertilized [[eggs]]. ''Does'' apply to unfertilized eggs.&lt;br /&gt;
* Removes mood: Ate raw food: -7&lt;br /&gt;
* Note: Does ''not'' prevent [[food poisoning]].&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slow study&amp;quot;&lt;br /&gt;
! Slow study&amp;lt;br&amp;gt;[[File:Gene_SlowLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have deficient long-term memories and don't understand new ideas quickly. They are slow at learning new skills and knowledge.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Quick study&amp;quot;&lt;br /&gt;
! Quick study&amp;lt;br&amp;gt;[[File:Gene_FastLearning.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have excellent memories and grasp new ideas quickly. They learn faster than others.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Global Learning Factor]] {{+|50%}}&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Learning&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nearsighted&amp;quot;&lt;br /&gt;
! Nearsighted&amp;lt;br&amp;gt;[[File:Gene_Nearsighted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have difficulty seeing at a distance. Their shooting accuracy at long ranges is reduced.'' &lt;br /&gt;
----&lt;br /&gt;
* Accuracy factor (long) {{Bad|×25%}}&lt;br /&gt;
* Accuracy factor (medium) {{Bad|×50%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| ShootingAccuracy&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Dark vision&amp;quot;&lt;br /&gt;
! Dark vision&amp;lt;br&amp;gt;[[File:Gene_Darkvision.png|64px]]&lt;br /&gt;
| ''Carriers of this gene see well in low light and are unaffected by mood penalties related to darkness. They have a reflective layer behind the retina that amplifies their ability to see in the dark.'' &lt;br /&gt;
----&lt;br /&gt;
* Negates the [[Global Work Speed]] penalty from [[Light|darkness]].&lt;br /&gt;
* Negates the [[Move Speed]] penalty from darkness. '''Note:''' This effect is not mentioned by the in-game description&lt;br /&gt;
* Removes [[mood]]: Darkness: {{--|5}}&lt;br /&gt;
* Only applies to natural eyesight&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Inbred&amp;quot;&lt;br /&gt;
! Inbred&amp;lt;br&amp;gt;[[File:Gene_Inbred.png|64px]]&lt;br /&gt;
| ''This genetic condition affects a person's fertility, immunity, and mental capacity.'' &lt;br /&gt;
----&lt;br /&gt;
* Forced trait: [[Slow learner]]&lt;br /&gt;
* [[Fertility]] {{Bad|×50%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×85%}}&lt;br /&gt;
* Note: Despite being harmful, this gene also lowers metabolic efficiency.&lt;br /&gt;
* See [[Reproduction#Inbreeding|inbreeding]] for full details.&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mild cell instability&amp;quot;&lt;br /&gt;
! Mild cell instability&amp;lt;br&amp;gt;[[File:Gene_MildCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need less metabolic energy to stay alive, at the cost of reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×80%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 40 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×300%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×96%}}&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Major cell instability&amp;quot;&lt;br /&gt;
! Major cell instability&amp;lt;br&amp;gt;[[File:Gene_MajorCellInstability.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need much less metabolic energy to stay alive, at the cost of greatly-reduced stability in their cell-replication machinery.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Lifespan Factor]] {{Bad|×60%}}&lt;br /&gt;
** Note this means age-related diseases come earlier, e.g. [[Ailments#Frail|Frail]] can happen at 30 instead of 50&lt;br /&gt;
* [[Cancer Rate Factor]] {{Bad|×500%}}&lt;br /&gt;
* [[Immunity gain speed]] {{Bad|×92%}}&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| CellInstability&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Grayless hair&amp;quot;&lt;br /&gt;
! Grayless hair&amp;lt;br&amp;gt;[[File:Gene_GreylessHair.png|64px]]&lt;br /&gt;
| ''Carriers of this gene keep their natural hair color as they age.''&lt;br /&gt;
----&lt;br /&gt;
* No age-related gray hair.&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Human hands&amp;quot;&lt;br /&gt;
! Human hands&amp;lt;br&amp;gt;[[File:Gene_HandsHuman.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have regular human hands.'' &lt;br /&gt;
----&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| - &lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Trotter hands&amp;quot;&lt;br /&gt;
! Trotter hands&amp;lt;br&amp;gt;[[File:Gene_HandsTrotter.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have hands that partially resemble pig trotters. This reduces their ability to manipulate objects.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Bad|×85%}}&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Elongated fingers&amp;quot;&lt;br /&gt;
! Elongated fingers&amp;lt;br&amp;gt;[[File:Gene_ElongatedFingers.png|64px]]&lt;br /&gt;
| ''Long, delicate fingers improve the carrier's manipulation capacity. This aids with many tasks, especially crafting and construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]] {{Good|×110%}}&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Hands&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furskin&amp;quot;&lt;br /&gt;
! Furskin&amp;lt;br&amp;gt;[[File:Gene_Furskin.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow thick fur all over their body, which protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{---|{{temperature|10||delta}}}}&lt;br /&gt;
* [[Romance|Non-furskin romance chance]] ×20%&lt;br /&gt;
* {{RimworldIcon}}Removes mood: Naked: -6&lt;br /&gt;
* {{IdeologyIcon}}Removes mood: Uncovered (body part): -4&lt;br /&gt;
* {{IdeologyIcon}}Removes opinion: Uncovered (body part): -10 of any other pawns&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| HairStyle&amp;lt;br&amp;gt;Fur&amp;lt;br&amp;gt;BeardStyle&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pig nose&amp;quot;&lt;br /&gt;
! Pig nose&amp;lt;br&amp;gt;[[File:Gene_NosePig.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have pig-like snouts.''&lt;br /&gt;
----&lt;br /&gt;
* [[Romance|Non-pig nose romance chance]] ×20%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}&lt;br /&gt;
| Nose&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pollution stimulus&amp;quot;&lt;br /&gt;
! Pollution stimulus&amp;lt;br&amp;gt;[[File:Gene_PollutionRush.png|64px]]&lt;br /&gt;
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.'' &lt;br /&gt;
----&lt;br /&gt;
* Gain stat bonuses when exposed to pollution.&lt;br /&gt;
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Unstoppable&amp;quot;&lt;br /&gt;
! Unstoppable&amp;lt;br&amp;gt;[[File:Gene_Unstoppable.png|64px]]&lt;br /&gt;
| ''Carriers of this gene are not slowed down when taking damage.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Stagger Time Multiplier]] {{Good|×0%}}&lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Furry tail&amp;quot;&lt;br /&gt;
! Furry tail&amp;lt;br&amp;gt;[[File:Gene_TailFurry.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a fluffy tail which partially protects them from cold temperatures.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Minimum Comfortable Temperature]]: {{Good|{{temperature|-10||delta}}}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Smooth tail&amp;quot;&lt;br /&gt;
! Smooth tail&amp;lt;br&amp;gt;[[File:Gene_TailSmooth.png|64px]]&lt;br /&gt;
| ''Carriers of this gene grow a slender tail that can act as a dexterous fifth limb.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Manipulation]]: {{+|5%}}&lt;br /&gt;
* Adds an aesthetic only tail to the pawn's sprite&lt;br /&gt;
* Note: Does '''not''' add a targetable or damageable [[body part]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Tail&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoor dweller&amp;quot;&lt;br /&gt;
! Indoor dweller&amp;lt;br&amp;gt;[[File:Gene_CaveDweller.png|64px]]&lt;br /&gt;
| ''Carriers of this gene have no need for the outdoors and will never feel cooped up no matter how long they stay inside.'' &lt;br /&gt;
----&lt;br /&gt;
* Disables need: [[Outdoors]]&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}} {{Clear}} {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Low gravity adapted&amp;quot;&lt;br /&gt;
! Low gravity adapted {{OdysseyIcon}}&amp;lt;br&amp;gt;[[File:Gene_LowGravityAdapted.png|64px]]&lt;br /&gt;
| ''Carriers of this gene move and work more easily in low-gravity environments. However They're slower and less efficient when planetside.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Move Speed]]: {{--|0.2}} {{CS}} (planetside)&lt;br /&gt;
* [[Global work speed]] {{--|10%}} (planetside)&lt;br /&gt;
* [[Move Speed]]: {{+|0.4}} {{CS}} (in space)&lt;br /&gt;
* [[Global work speed]] {{+|10%}} (in space)&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Aptitudes ==&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
! Skill&amp;lt;!--for the sake of sorting, and they do exclude each other too--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful animals&amp;quot;&lt;br /&gt;
! Awful Animals&amp;lt;br&amp;gt;[[File:Gene_AwfulAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful artistic&amp;quot;&lt;br /&gt;
! Awful Artistic&amp;lt;br&amp;gt;[[File:Gene_AwfulArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Artistic]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful construction&amp;quot;&lt;br /&gt;
! Awful Construction&amp;lt;br&amp;gt;[[File:Gene_AwfulConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Construction]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful cooking&amp;quot;&lt;br /&gt;
! Awful Cooking&amp;lt;br&amp;gt;[[File:Gene_AwfulCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Cooking]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful crafting&amp;quot;&lt;br /&gt;
! Awful Crafting&amp;lt;br&amp;gt;[[File:Gene_AwfulCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Crafting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful medical&amp;quot;&lt;br /&gt;
! Awful Medical&amp;lt;br&amp;gt;[[File:Gene_AwfulMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Medical]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful melee&amp;quot;&lt;br /&gt;
! Awful Melee&amp;lt;br&amp;gt;[[File:Gene_AwfulMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Melee]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful mining&amp;quot;&lt;br /&gt;
! Awful Mining&amp;lt;br&amp;gt;[[File:Gene_AwfulMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Mining]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful intellectual&amp;quot;&lt;br /&gt;
! Awful Intellectual&amp;lt;br&amp;gt;[[File:Gene_AwfulIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Intellectual]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful plants&amp;quot;&lt;br /&gt;
! Awful Plants&amp;lt;br&amp;gt;[[File:Gene_AwfulPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful shooting&amp;quot;&lt;br /&gt;
! Awful Shooting&amp;lt;br&amp;gt;[[File:Gene_AwfulShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Shooting]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Awful social&amp;quot;&lt;br /&gt;
! Awful Social&amp;lt;br&amp;gt;[[File:Gene_AwfulSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Removes all [[passion]]s for [[Skills#Social|Social]]&lt;br /&gt;
| {{+|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor animals&amp;quot;&lt;br /&gt;
! Poor Animals&amp;lt;br&amp;gt;[[File:Gene_PoorAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor artistic&amp;quot;&lt;br /&gt;
! Poor Artistic&amp;lt;br&amp;gt;[[File:Gene_PoorArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor construction&amp;quot;&lt;br /&gt;
! Poor Construction&amp;lt;br&amp;gt;[[File:Gene_PoorConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor cooking&amp;quot;&lt;br /&gt;
! Poor Cooking&amp;lt;br&amp;gt;[[File:Gene_PoorCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|PigskinXenotype.png|32|Pigskins|Pigskins}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor crafting&amp;quot;&lt;br /&gt;
! Poor Crafting&amp;lt;br&amp;gt;[[File:Gene_PoorCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor medical&amp;quot;&lt;br /&gt;
! Poor Medical&amp;lt;br&amp;gt;[[File:Gene_PoorMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor melee&amp;quot;&lt;br /&gt;
! Poor Melee&amp;lt;br&amp;gt;[[File:Gene_PoorMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor mining&amp;quot;&lt;br /&gt;
! Poor Mining&amp;lt;br&amp;gt;[[File:Gene_PoorMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor intellectual&amp;quot;&lt;br /&gt;
! Poor Intellectual&amp;lt;br&amp;gt;[[File:Gene_PoorIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor plants&amp;quot;&lt;br /&gt;
! Poor Plants&amp;lt;br&amp;gt;[[File:Gene_PoorPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
|{{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}{{Clear}}{{Stacked image|GeneBackground Endogene.png|Impid.png|32|Impids|Impids}}&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor shooting&amp;quot;&lt;br /&gt;
! Poor Shooting&amp;lt;br&amp;gt;[[File:Gene_PoorShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Poor social&amp;quot;&lt;br /&gt;
! Poor Social&amp;lt;br&amp;gt;[[File:Gene_PoorSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is reduced by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{+|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Neanderthal.png|32|Neanderthals|Neanderthals}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong animals&amp;quot;&lt;br /&gt;
! Strong Animals&amp;lt;br&amp;gt;[[File:Gene_StrongAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Animals&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong artistic&amp;quot;&lt;br /&gt;
! Strong Artistic&amp;lt;br&amp;gt;[[File:Gene_StrongArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong construction&amp;quot;&lt;br /&gt;
! Strong Construction&amp;lt;br&amp;gt;[[File:Gene_StrongConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Construction&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong cooking&amp;quot;&lt;br /&gt;
! Strong Cooking&amp;lt;br&amp;gt;[[File:Gene_StrongCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong crafting&amp;quot;&lt;br /&gt;
! Strong Crafting&amp;lt;br&amp;gt;[[File:Gene_StrongCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Crafting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong medical&amp;quot;&lt;br /&gt;
! Strong Medical&amp;lt;br&amp;gt;[[File:Gene_StrongMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong melee&amp;quot;&lt;br /&gt;
! Strong Melee&amp;lt;br&amp;gt;[[File:Gene_StrongMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Melee&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong mining&amp;quot;&lt;br /&gt;
! Strong Mining&amp;lt;br&amp;gt;[[File:Gene_StrongMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Mining&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong intellectual&amp;quot;&lt;br /&gt;
! Strong Intellectual&amp;lt;br&amp;gt;[[File:Gene_StrongIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Intellectual&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong plants&amp;quot;&lt;br /&gt;
! Strong Plants&amp;lt;br&amp;gt;[[File:Gene_StrongPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
|{{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong shooting&amp;quot;&lt;br /&gt;
! Strong Shooting&amp;lt;br&amp;gt;[[File:Gene_StrongShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Shooting&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Strong social&amp;quot;&lt;br /&gt;
! Strong Social&amp;lt;br&amp;gt;[[File:Gene_StrongSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 4. Aptitude acts like an offset on skill level.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|4}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Sanguophage.png|32|Sanguophages|Sanguophages}}&lt;br /&gt;
| Social&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great animals&amp;quot;&lt;br /&gt;
! Great Animals&amp;lt;br&amp;gt;[[File:Gene_GreatAnimals.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Animals is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Animals.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Animals|Animals]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Animals|Animals]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Yttakin.png|32|Yttakin|Yttakin}}&lt;br /&gt;
| Animals{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great artistic&amp;quot;&lt;br /&gt;
! Great Artistic&amp;lt;br&amp;gt;[[File:Gene_GreatArtistic.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Artistic is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Artistic.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Artistic]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Artistic]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Artistic{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great construction&amp;quot;&lt;br /&gt;
! Great Construction&amp;lt;br&amp;gt;[[File:Gene_GreatConstruction.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Construction is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Construction.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Construction]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Construction]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Starjack.png|32|Starjack|Starjack}}&lt;br /&gt;
| Construction{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great cooking&amp;quot;&lt;br /&gt;
! Great Cooking&amp;lt;br&amp;gt;[[File:Gene_GreatCooking.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Cooking is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Cooking.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Cooking]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Cooking]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Cooking{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great crafting&amp;quot;&lt;br /&gt;
! Great Crafting&amp;lt;br&amp;gt;[[File:Gene_GreatCrafting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Crafting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Crafting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Crafting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Crafting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Crafting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great medical&amp;quot;&lt;br /&gt;
! Great Medical&amp;lt;br&amp;gt;[[File:Gene_GreatMedical.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Medical is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Medical.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Medical]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Medical]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Medical{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great melee&amp;quot;&lt;br /&gt;
! Great Melee&amp;lt;br&amp;gt;[[File:Gene_GreatMelee.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Melee is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Melee.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Melee]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Melee]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Melee{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great mining&amp;quot;&lt;br /&gt;
! Great Mining&amp;lt;br&amp;gt;[[File:Gene_GreatMining.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Mining is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Mining.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Mining]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Mining]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Dirtmole.png|32|Dirtmoles|Dirtmoles}}&lt;br /&gt;
| Mining{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great intellectual&amp;quot;&lt;br /&gt;
! Great Intellectual&amp;lt;br&amp;gt;[[File:Gene_GreatIntellectual.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Intellectual is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Intellectual.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Intellectual]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Intellectual]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Genie.png|32|Genies|Genies}}&lt;br /&gt;
| Intellectual{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great plants&amp;quot;&lt;br /&gt;
! Great Plants&amp;lt;br&amp;gt;[[File:Gene_GreatPlants.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Plants is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Plants.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Plants|Plants]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Plants|Plants]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
| Plants{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great shooting&amp;quot;&lt;br /&gt;
! Great Shooting&amp;lt;br&amp;gt;[[File:Gene_GreatShooting.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Shooting is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Shooting.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Shooting]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Shooting]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
| Shooting{{ref label|Passion|A}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Great social&amp;quot;&lt;br /&gt;
! Great Social&amp;lt;br&amp;gt;[[File:Gene_GreatSocial.png|64px]]&lt;br /&gt;
| ''The carrier's aptitude in Social is increased by 8. Aptitude acts like an offset on skill level. Additionally, one level of passion is added to Social.'' &lt;br /&gt;
----&lt;br /&gt;
* [[Skills#Social|Social]]: {{+|8}}. Note: Experience gain and decay applies as if this offset did not exist.&lt;br /&gt;
* Adds one additional [[passion]] for [[Skills#Social|Social]]&lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Xenogene.png|Highmate.png|32|Highmates|Highmates}}&lt;br /&gt;
| Social{{ref label|Passion|A}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:{{note|Passion|A}} If overridden by strong or poor aptitude gene, passion from great aptitude gene is added anyway.&lt;br /&gt;
&lt;br /&gt;
== Drugs ==&lt;br /&gt;
{{Stub|section=1|reason=How does impervious eliminate tolerance build up - is it -100% or x0%. Both are listed}}&lt;br /&gt;
{{Recode|section=1|reason=The patch notes for 1.5 say that drug-related genes no longer prevent overdose across all drugs. Verify if true, then edit this section to reflect the change}} &amp;lt;!-- true for psychite at least --&amp;gt;&lt;br /&gt;
There are one of each of these for each drug, except for [[ambrosia]], [[luciferium]] and [[penoxycyline]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_17 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Baseliner.png|20px|link=Xenotypes]]&lt;br /&gt;
|- id=&amp;quot;Alcohol resistant&amp;quot;&lt;br /&gt;
! Alcohol resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* [[Beer|Alcohol]] addiction factor: ×50%&lt;br /&gt;
* Alcohol tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf resistant&amp;quot;&lt;br /&gt;
! Smokeleaf resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* [[Smokeleaf joint|Smokeleaf]] addiction factor: ×50%&lt;br /&gt;
* Smokeleaf tolerance gain: ×50%&lt;br /&gt;
| {{--|1}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite resistant&amp;quot;&lt;br /&gt;
! Psychite resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Psychite.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* [[Psychite]] addiction factor: ×50%&lt;br /&gt;
* Psychite tolerance gain: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice resistant&amp;quot;&lt;br /&gt;
! Go-juice resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* [[Go-juice]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Random or All|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up resistant&amp;quot;&lt;br /&gt;
! Wake-up resistant&amp;lt;br&amp;gt;[[File:AddictionResistant Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers are only half as likely to become addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* [[Wake-up]] addiction factor: ×50%&lt;br /&gt;
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}} &lt;br /&gt;
| {{--|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Alcohol impervious&amp;quot;&lt;br /&gt;
! Alcohol impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Alcohol.''&lt;br /&gt;
----&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Alcohol: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf impervious&amp;quot;&lt;br /&gt;
! Smokeleaf impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Smokeleaf.''&lt;br /&gt;
----&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
* Tolerance build-up for Smokeleaf: -100% &lt;br /&gt;
| {{--|3}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite impervious&amp;quot;&lt;br /&gt;
! Psychite impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Psychite.''&lt;br /&gt;
----&lt;br /&gt;
* Psychite addiction factor: x0% &lt;br /&gt;
* Tolerance build-up for Psychite: ×0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Psychite based drugs eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Go-juice impervious&amp;quot;&lt;br /&gt;
! Go-juice impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Go-juice.''&lt;br /&gt;
----&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Go-juice eliminated.&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Wake-up impervious&amp;quot;&lt;br /&gt;
! Wake-up impervious&amp;lt;br&amp;gt;[[File:AddictionImmune Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene never get addicted to Wake-up.''&lt;br /&gt;
----&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
* Cumulative [[overdose|overdose severity]] and random, per-dose overdose chance from Wake-up eliminated.&lt;br /&gt;
&lt;br /&gt;
| {{--|5}}&lt;br /&gt;
| {{Bad|2}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Alcohol dependency&amp;quot;&lt;br /&gt;
! Alcohol dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Alcohol.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest alcohol on a regular basis to survive. After 5 days without alcohol, carriers will suffer from drug deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking [[beer]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Alcohol addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Smokeleaf dependency&amp;quot;&lt;br /&gt;
! Smokeleaf dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Smokeleaf.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Smokeleaf on a regular basis to survive. After 5 days without smokeleaf, carriers will suffer from smokeleaf deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0% upon taking a [[smokeleaf joint]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Smokeleaf addiction factor: x0%&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|3}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|- id=&amp;quot;Psychite dependency&amp;quot;&lt;br /&gt;
! Psychite dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Psychite.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[psychite tea]], [[flake]], or [[yayo]].&lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Psychite addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&amp;lt;!--Patch notes seem to be accurate, tested using baselines implanted with psychite dependency gene, they're now able to OD on yayo despite suffering from a deficiency--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| {{Stacked image|GeneBackground Endogene.png|Waster.png|32|Wasters|Wasters}}&lt;br /&gt;
|- id=&amp;quot;Go-juice dependency&amp;quot;&lt;br /&gt;
! Go-juice dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Go Juice.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest Go-juice on a regular basis to survive. After 5 days without Go-juice, carriers will suffer from Go-juice deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[go-juice]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}},&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Go-juice addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| | {{Stacked image|GeneBackground Xenogene.png|Hussar.png|32|Hussars|Hussars}}&lt;br /&gt;
|- id=&amp;quot;Wake-up dependency&amp;quot;&lt;br /&gt;
! Wake-up dependency&amp;lt;br&amp;gt;[[File:ChemicalDependency Wake Up.png|64px]]&lt;br /&gt;
| ''Carriers of this gene need to ingest wake-up on a regular basis to survive. After 5 days without wake-up, carriers will suffer from wake-up deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''&lt;br /&gt;
---- &amp;lt;!--Still needs more obviously, but adding now so its not forgotten. --&amp;gt;&lt;br /&gt;
* Chemical dependency severity increases by 0.2 per day. Reduced to 0 upon taking [[wake-up]]. &lt;br /&gt;
**  Mood debuff starting with -4 at Severity 1.0 gradually scaling up to -20 at severity 5.85&lt;br /&gt;
** '''Severity 1 (5 days):''' [[Consciousness]] {{Bad|70% max}}, [[Moving]] {{Bad|80% max}}, [[Manipulation]] {{Bad|50% max}}.&lt;br /&gt;
** '''Severity 6 (30 days):''' Consciousness {{Bad|10% max}} (Unconsciousness)&lt;br /&gt;
** '''Severity 12 (60 days):''' Consciousness {{Bad|0% max}} ([[Death]]) &amp;lt;!--Implemented in a weirdly specific way so worth specifically noting--&amp;gt;&lt;br /&gt;
* Wake-up addiction factor: x0%&lt;br /&gt;
&amp;lt;!-- Overdosing is now possible, unsure whether chance is reduced--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Teetotalers can take the required drug without penalties. However, [[ideoligion]]s against drug use will apply the {{--|15}} ''Used drug'' moodlet.&lt;br /&gt;
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.&lt;br /&gt;
| {{+|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Removed genes ==&lt;br /&gt;
This table contains genes that are no longer found as-is in the current game version. They may have been removed or migrated in an update, or cut during development before a release.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;li style=&amp;quot;display: inline-table;&amp;quot;&amp;gt;&lt;br /&gt;
Click to &amp;lt;div class=&amp;quot;mw-collapsible&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable c_03 text-valign:top}}&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
! [[File:Metabolism.png|20px|Metabolism]]&lt;br /&gt;
! [[File:Complexity.png|20px|Complexity]]&lt;br /&gt;
! [[File:Archite capsule required.png|20px|Archite capsules]]&lt;br /&gt;
! Removed&lt;br /&gt;
! Reason&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Resurrect&amp;quot;&lt;br /&gt;
! Resurrect&amp;lt;br&amp;gt;[[File:Gene Resurrect.png|64px]]&lt;br /&gt;
| Carriers have a reserve of unique resurrector archites which can infuse a corpse, rebuild degenerated tissue and kickstart the vital processes. This brings the dead back to life - though possibly with health issues. This can only be done very rarely, and comes at a steep hemogen cost.&lt;br /&gt;
----&lt;br /&gt;
* Requires Hemogenic&lt;br /&gt;
* Adds ability: [[File:Resurrect gene ability.png|16px]] Resurrect&lt;br /&gt;
:''Use archites in the bloodstream to infuse a corpse's body with new life, repairing degenerated cell structures and kickstarting vital functions. The older and worse-preserved the corpse is, the more likely it is that they will come back with memory loss or health conditions. This ability seems to exhaust the archites somehow, so it can only be used very rarely.''&lt;br /&gt;
:* Resurrects the targeted corpse, similarly to [[Resurrector mech serum]]&lt;br /&gt;
:* Target: Any non-mechanoid corpse&lt;br /&gt;
:* Warmup Time: {{Ticks|2}}&lt;br /&gt;
:* Cooldown: {{Ticks/gametime/years|6840000}} to {{Ticks/gametime/years|7560000}}&lt;br /&gt;
:* Charges: 1&lt;br /&gt;
:* AI Can Use: False&lt;br /&gt;
* Market value of [[genepack]]s containing this gene: ×150%&lt;br /&gt;
| '''0'''&lt;br /&gt;
| {{Bad|4}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| Unknown.&lt;br /&gt;
|- id=&amp;quot;Apathy&amp;quot;&lt;br /&gt;
! Skill apathy&amp;lt;br&amp;gt;[[File:Skills PassionDrop Loop.gif|64px]]&lt;br /&gt;
| The carrier will have no passion in (skill).&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since the downsides are too easy and boring to avoid, and synergize with skill loss genes too much. If you already aren't using the skill it's too easy to just kill passion on it too. -Ty&amp;quot;''&lt;br /&gt;
|- id=&amp;quot;Drug addict-sensitive&amp;quot;&lt;br /&gt;
! Drug addict-sensitive&lt;br /&gt;
| Carriers of this gene get addicted to (drug) very easily.&lt;br /&gt;
* Specific drug addiction factor: x9999%&lt;br /&gt;
| {{Good|2}}&lt;br /&gt;
| {{Bad|1}}&lt;br /&gt;
| '''-'''&lt;br /&gt;
| Before [[Biotech DLC]] Release&lt;br /&gt;
| From an XML comment:&lt;br /&gt;
''&amp;quot;Removed since these just aren't very interesting, very narrow in application, and the downsides are too easy and boring to avoid. Just not much interaction or story here. -Ty&amp;quot;''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Certain genes will not be properly negated by other genes. For example, a drug dependency germline gene, while appearing to be negated by the same drug dependency as a xenogene, will instead cause the negative mood from the lack of the drug to start at 2.5 days instead of at 5 days.&lt;br /&gt;
&lt;br /&gt;
== Version history == &lt;br /&gt;
* [[Biotech DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.4.3524|1.4.3524]] - Children no longer get adult body types from genes.&lt;br /&gt;
* [[Version/1.4.3525|1.4.3525]] - Fix: Suppressed genes contributing to romance chance still apply. Fix: Attempting to absorb a xenogerm of your own colonist displays a warning message saying you'll anger your faction.&lt;br /&gt;
* [[Version/1.4.3527|1.4.3527]] - Fix: Never sleep xenohumans still rest when caravanning alone.&lt;br /&gt;
* [[Version/1.4.3530|1.4.3530]] - Fix: Removing passion-adding genes doesn't revert effect. Fix: Psychically bonded pawns in the same caravan still get &amp;quot;psychic bond distance&amp;quot; mood malus in some circumstances.&lt;br /&gt;
* [[Version/1.4.3531|1.4.3531]] - Fix: AI sanguophages can use longjump without any remaining hemogen. Increase the effect of the temperature genes. From {{Bad|3}}/?{{Check Tag|Value?}}/{{Good|10}} to {{Bad|5}}/{{Good|10}}/{{Good|20}}. Fix: Some hemogenic abilities can be queued without enough hemogen.&lt;br /&gt;
* [[Version/1.4.3534|1.4.3534]] - Fix: Melanin genes can be extracted by gene extractor. Reduced volume and frequency of yttakin sounds.&lt;br /&gt;
* [[Version/1.4.3541|1.4.3541]] - Fix: Victims of bloodfeeder bites can gain hemogen from the interaction.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Coagulate can still be queued if hemogen is below casting cost.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] -&lt;br /&gt;
** [[#Psychic bonding|Psychic bond]] now gives +10% [[psychic sensitivity]], or +5% if on different maps. Hediff description changed from ''This person has a psychic bond with another person based on the psychic bonding gene.'' to ''This person has a psychic bond with another person based on the psychic bonding gene. The bond itself grants some limited psychic awareness, allowing it to connect even with the psychically deaf''. Bonds can now be created during lovin' allowing pawns already in a relationship when the gene was implanted to bond.&lt;br /&gt;
**Many genes now give direct boosts instead of forcing traits, which allows genes and traits to stack:&lt;br /&gt;
*** '''Depressive''' gene renamed to [[#Very unhappy|Very unhappy]], no longer forces [[Depressive]] trait instead decreases mood by {{--|10}}. '''Pessimist''' gene renamed to [[#Unhappy|Unhappy]], no longer forces [[Pessimist]] trait instead decreases mood by {{--|5}}. '''Optimist''' gene renamed to [[#Happy|Happy]], no longer forces [[Optimist]] trait instead increases mood by {{+|5}}. '''Sanguine''' gene renamed to [[#Very happy|Very happy]], no longer forces [[Sanguine]] trait instead increases mood by {{+|10}}. &lt;br /&gt;
*** [[#Slow runner|Slow runner]] no longer forces [[Slowpoke]] trait instead decreases move speed by {{--|0.2}} {{CS}}. [[#Fast runner|Fast runner]] no longer forces [[Fast walker]] trait instead increases move speed by {{+|0.2}} {{CS}}. [[#Very fast runner|Very fast runner]] no longer forces [[Jogger]] trait instead increases move speed by {{+|0.4}} {{CS}}.&lt;br /&gt;
***'''Slow learner''' renamed to [[#Slow study|Slow study]], no longer forces [[Slow learner]] trait instead multiplies [[Global Learning Factor]] {{Bad|×50%}}. '''Fast learner''' renamed to [[#Quick study|Quick study]], no longer forces [[Fast learner]] trait instead increases [[Global Learning Factor]] {{+|50%}}.&lt;br /&gt;
*** '''Staggeringly ugly''' gene renamed to [[#Very unattractive|Very unattractive]], no longer forces [[Staggeringly ugly]] trait instead decreases beauty by {{--|2}}. '''Ugly''' gene renamed to [[#Unattractive|Unattractive]], no longer forces [[Ugly]] trait instead decreases beauty by {{--|1}}. '''Pretty''' gene renamed to [[#Attractive|Attractive]], no longer forces [[Pretty]] trait instead increase beauty by {{+|1}}. '''Beautiful''' gene renamed to [[#Very attractive|Very attractive]], no longer forces [[Beautiful]] trait instead increase beauty by {{+|2}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-resist''' genes renamed to [[#Alcohol resistant|&amp;lt;Drug&amp;gt; resistant]], Addiction-resistant genes for alcohol, smokeleaf and psychite provide a 50% reduction in tolerance buildup. Addiction-resistant genes for psychite, wake-up and go juice have a 50% multiplier on overdose chance. Smokeleaf and Alcohol resistant metabolism cost reduced from {{--|2}} to {{--|1}}. &lt;br /&gt;
** '''&amp;lt;Drug&amp;gt; addict-immune''' genes renamed to [[#Alcohol impervious|&amp;lt;Drug&amp;gt; impervious]]. Addiction-immune genes for psychite, wake-up and go juice grants immunity to overdoses from the drug. Addiction-immune genes for alcohol, smokeleaf and psychite provides a 100% reduction in tolerance buildup. Smokeleaf and Alcohol impervious metabolism cost reduced from {{--|5}} to {{--|3}}. &lt;br /&gt;
**[[#Smokeleaf dependency|Smokeleaf]] and [[#Alcohol dependency|Alcohol dependency]] metabolism gain reduced from {{+|4}} to {{+|3}}. &lt;br /&gt;
** Fix: Remove reference to damage over time in acid spray ability description. {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them over time.|''[...] stick to targets and burn them over time.''}} to {{Hover title|Spray a sticky acid substance from glands in the neck up through the mouth and all over the target area. The acid will stick to targets and burn them.|''[...] stick to targets and burn them.''}}&lt;br /&gt;
** [[#Furskin|Furskin]] and [[#Beardless|beardless]] genes are now mutually exclusive.&lt;br /&gt;
** Buffed [[#Furry tail|furry tail]] minimum comfy temperature offset from {{Good|{{temperature|-5||delta}}}} to {{Good|{{temperature|-10||delta}}}}.&lt;br /&gt;
** When a [[#Deathless|deathless]] pawn takes damage that would have been lethal and falls into a deathrest coma instead, as an additional consequence they lose 3-6% of XP in a random skill. This should make non-death less trivial for these characters and preserve the sense of risk and danger. We’ll tuned this ongoing as needed.&lt;br /&gt;
** Fix: Bloodfeed can be used on pawns in mental states.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - [[#Slow study|Slow study]] gene applies a {{Bad|x50%}} factor to [[Global Learning Factor]] instead of a {{--|50%}} offset.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Pawns with &amp;quot;dead calm&amp;quot; gene can get into fights over botched conversion attempts. Fix: Genes that remove all passions don't save previous values, causing passions to reset on removal. Fix: Pawns being carried by other pawns strains psychic bond.&lt;br /&gt;
* [[Version/1.4.3580|1.4.3580]] - Fix: Furskin_Average3 head uses the wrong graphic. Fix: Tattoos render below heavy brow. Fix: Furskin gene hair/fur color not staying when implanted with a skin color xenogene. Fix: Exception trying to visit sick pawn with neversleep gene.&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Reimplant ability not working with custom xenotypes.&lt;br /&gt;
* [[Version/1.4.3641|1.4.3641]] - Fix: Inactive sterile gene affects fertility. &lt;br /&gt;
* [[Version/1.4.3682|1.4.3682]] - [[Arrest]]ing dead calm pawns now never fails, to prevent them going berserk.&lt;br /&gt;
* [[Version/1.5.4062|1.5.4062]] -&lt;br /&gt;
** Made psychic bond distance thought more permissive. As long as both pawns are on the same map and not suspended (cryptosleep casket) they get the positive thought.&lt;br /&gt;
** Remove reference to damage over time in acid spray gene description. (&amp;quot;...it will stick to enemies and burn them over time.&amp;quot; to &amp;quot;...it will stick to enemies and burn them.&amp;quot;)&lt;br /&gt;
** Added more acid filth texture options for acid spray so it never looks tiled.&lt;br /&gt;
** Attached helpful text to mouse when selected pawn is aiming animal warcall ability.&lt;br /&gt;
** Updated fire spew LOS highlighting.&lt;br /&gt;
** Updated psychic bonding hediff tooltip to factor in pawns contained in buildings.&lt;br /&gt;
** Clarify that pawns with no xenogenes cannot implant their xenogerm into another person. Show correct warning message on attempt.&lt;br /&gt;
** Fix: Pawns with genetic drug needs aren't getting mothballed. Can improve performance in late-game saves.&lt;br /&gt;
** Fix: Chemical genes affect tolerance buildup and addiction chance of all chemicals, not just the specified one.&lt;br /&gt;
** Fix: On colonist selection, wasters and hussars are currently generating without their drug dependencies.&lt;br /&gt;
** Fix: Small increments of pawn speed differences are lost due to integer calculations. Very quick and quick genes were effectively the same on an otherwise unmodified pawn.&lt;br /&gt;
** Fix: Drug dependency endogenes aren't properly being overridden by other drug-related xenogenes of the same chemical.&lt;br /&gt;
** Fix: Psychic bonds can form between two pawns that have the psychic bonding genes even if they are bonded to other people.&lt;br /&gt;
** Fix: Pawns still carry a weapon after getting incapable of violence gene.&lt;br /&gt;
** Fix: Pawns incapable of violence still can use combat gene abilities&lt;br /&gt;
** Fix: Fire spew can shoot through walls.&lt;br /&gt;
** Fix: Fire spew ability not leaning like other ranged attacks.&lt;br /&gt;
** Fix: Fire spew ability can't target walls.&lt;br /&gt;
** Fix: Perfect immunity doesn't block gut worms or muscle parasites.&lt;br /&gt;
* [[Version/1.6.4518|1.6.4518]] - Added 2 new genes: [[#Indoor dweller|Indoor dweller]] and [[#Webbed phalanges|webbed phalanges]]. The former is added to dirtmoles, resulting in complexity increasing from 9 -&amp;gt; 10, Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%.&lt;br /&gt;
* [[Version/1.6.4535|1.6.4535]] - Made the [[breathless]] gene suppress the normal [[vacuum resistant]] gene, removing its metabolic impact.&lt;br /&gt;
* [[Version/1.6.4566|1.6.4566]] - Rebalanced the starjack xenotype, added the [[Low gravity adapted]] gene. Removed [[Awful plants]], replaced [[Poor melee]] with [[Awful melee]] and replaced [[Cold tolerant]] with [[Cold super-tolerant]]. Net metabolism decreasing from +1 -&amp;gt; 0, hunger rate increasing from 90% -&amp;gt; 100%. [[Breathless]] and [[Vacuum resistant]] now grants  [[Minimum Comfortable Temperature]]: {{---|{{temperature|5||delta}}}}&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - &lt;br /&gt;
** Fix: Pawns can infinitely desire a looks-change if their ideoligion and genes clash.&lt;br /&gt;
** Fix: Having an endogene and an overriding xenogene with the same trait can cause the trait to never be applied at all.&lt;br /&gt;
{{Biotech navbox}}&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=181709</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=181709"/>
		<updated>2026-07-02T00:09:48Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: Converted mood descriptions to Template: Thought for precepts: Blindness, Fungus, Insect meat, Female clothing and Male clothing (and verified values). Added missing links, adjusted misc capitalization and formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. All buildings that would be restricted to certain ideoligions can be built, and any ''style'' - or cosmetic variant - of building can be built. (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s,{{BiotechIcon}} as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Main|Certainty}}&lt;br /&gt;
&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]]&amp;lt;br/&amp;gt;[[Sanguophages (Faction)|Sanguophages]]{{BiotechIcon}}&amp;lt;br/&amp;gt;[[Traders guild]]{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[Salvagers]]{{OdysseyIcon}}|| A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction|| A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
Additionally, the [[Ancient]] factions, [[Outlander refugee group]],{{RoyaltyIcon}} [[Beggars]],{{IdeologyIcon}} [[Pilgrims]],{{IdeologyIcon}} and the [[Horax cult]]{{AnomalyIcon}} do not have any culture assigned to them; therefore they may use any existing one randomly.&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Wall torch lamp#Styles|Wall torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || ||&lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=We blinded someone over ideoligious beliefs! This is wrong!|label=Blinding ceremony|value=-2|stack=1|duration=4}} after a blinding ceremony in the colony.&lt;br /&gt;
&amp;lt;/br&amp;gt;Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Now that my sight is gone, I can see clearly.|label=Blind|value=+5|stack=1}} when missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I was blinded in a righteous ceremony. Finally, I can start learning to see.|label=Was blinded|value=+3|stack=1|duration=4}} after being blinded in a blinding ceremony.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Blocking my vision gives my mind closer access to true reality. It's not as good as a permanent blinding, but it's acceptable.|label=Vision blocked|value=+2|stack=1}} while wearing a blindfold.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|10}} to fully blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{--|2}} to pawns that are not fully blind.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I can explore a greater awareness through my inability to see.|label=Blind|value=+10|stack=1}} when missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I am on my way to enlightenment through blindness.|label=Half-blind|value=+1|stack=1}} when missing one eye.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I wish to be blind so I can connect better with the true reality. Or, at a minimum, I should be blindfolded.|label=Not blind|value=-3|stack=1}} when NOT missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I was blinded in a righteous ceremony. Finally, I can start learning to see.|label=Was blinded|value=+5|stack=1|duration=4}} after being blinded in a blinding ceremony.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Blocking my vision gives my mind closer access to true reality. It's not as good as a permanent blinding, but it's acceptable.|label=Vision blocked|value=+2|stack=1}} while wearing a blindfold. Temporarily nullifies the {{--|3}} ''Not blind'' and {{+|1}} ''Half-blind'' mood penalties.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|20}} to fully blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|5}} to half-blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{--|3}} to pawns that are not fully blind.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Note: Half-blind pawns still receive the mood and opinion penalties for not being fully blind, for a combined total of {{--|2}} mood and {{+|2}} opinion.&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I am free to explore the depths of my mind and the true reality without my sight limiting me.|label=Blind|value=+15|stack=1}} when missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I am on the verge of true enlightenment through blindness.|label=Half-blind|value=-1|stack=1}} when missing one eye.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I wish to be blind so much. I need these physical sights gone so I can touch the true reality. At minimum, I should wear a blindfold.|label=Not blind|value=-6|stack=1}} when NOT missing both eyes.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I was blinded in a righteous ceremony. Finally, I can start learning to see.|label=Was blinded|value=+6|stack=1|duration=4}} after being blinded in a blinding ceremony.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=Blocking my vision gives my mind closer access to true reality. It's not as good as a permanent blinding, but it's acceptable.|label=Vision blocked|value=+2|stack=1}} while wearing a blindfold. Temporarily nullifies the {{--|6}} ''Not blind'' and {{--|1}} ''Half-blind'' mood penalties.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|30}} to fully blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{+|5}} to half-blind pawns.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{--|5}} to pawns that are not fully blind.&lt;br /&gt;
&amp;lt;/br&amp;gt;&amp;lt;/br&amp;gt;Note: Half-blind pawns still receive the mood and opinion penalties for not being fully blind, for a combined total of {{--|7}} mood and {{+|0}} opinion.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no... my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is wrong.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I feel really uncomfortable with all this human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather? This is horrible!|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak, this is horrifying!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I should not be wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed in human skin. I do not like this.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=Why am I wearing so much human leather apparel? We should have something else to wear for me...|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I should really wear non-human leather apparel. I look like a crazy person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]], [[Bloodlust]], and [[Cannibal (Trait)|Cannibal]] traits and the [[Inhumanized]] hediff.&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||&lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies the following penalties for wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=Wearing human leather is disturbing. Who could do this?|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=-2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I'm dressed like an insane person.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=-4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I think there may be a face on my clothes. Oh, no, my clothes *are* a face.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=-6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a freak from a horror show, and I feel like I'm in a horror show.|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=-8|stack=1}} &lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I feel good wearing human leather apparel.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+1|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=I enjoy wearing the skin of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+2|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=I wear the faces of my enemies. This makes me happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+3|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=I look like a real cannibal. Who could doubt me?|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+4|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-4 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the faces of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+3|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+5|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+6|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&lt;br /&gt;
&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&lt;br /&gt;
&amp;lt;br/&amp;gt;-8 mood for not eating human meat for 8 days&amp;lt;br/&amp;gt;Wearing [[stuffable]] [[apparel]] made of [[human leather]]:&lt;br /&gt;
* 1 item: {{Thought|desc=I enjoy wearing the suffering of others.|label=human leather &amp;lt;APPAREL NAME&amp;gt;|value=+2|stack=1}} &lt;br /&gt;
* 2 item: {{Thought|desc=This will scare them. All will know my power.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+1)|value=+4|stack=1}} &lt;br /&gt;
* 3 item: {{Thought|desc=The faces on my clothes aren't smiling, but they make *me* happy.|label=human leather &amp;lt;APPAREL NAME&amp;gt; (+2)|value=+6|stack=1}} &lt;br /&gt;
* 4+ item: {{Thought|desc=The flesh! The flesh signals my triumph!|label=human leather &amp;lt;APPAREL NAME&amp;gt; etc|value=+8|stack=1}} &lt;br /&gt;
Disabled by: [[Psychopath]] and [[Bloodlust]] traits.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&lt;br /&gt;
&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5}}&lt;br /&gt;
&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating nutrient paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=Ate nutrient paste meal|value=-4|stack=1|duration=1}}. &lt;br /&gt;
&amp;lt;/br&amp;gt;Disabled by: [[Ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|Pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|Cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|Cannibal]] || || &lt;br /&gt;
-15 mood for 6 days for killing or executing an innocent prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&lt;br /&gt;
&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&lt;br /&gt;
&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || &lt;br /&gt;
+10 mood for 6 days for executing a guilty prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&lt;br /&gt;
&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || &lt;br /&gt;
+10 mood for 6 days for executing a prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&lt;br /&gt;
&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&lt;br /&gt;
&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=That whole meal smelled like a dead rat left in a stagnant pool.|label=Ate fungus cooked|value=-3|stack=1|duration=1}} after eating a meal containing [[raw fungus|fungus]].&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=That fungus smelled like damp rags and tasted no better.|label=Ate fungus raw|value=-6|stack=1|duration=1}} after eating raw [[raw fungus|fungus]].&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I ate some fungus and it was just what I like!|label=Ate fungus|value=+3|stack=1|duration=1}} after eating raw [[raw fungus|fungus]].&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal with fungus. Is there any dish it doesn't complement?|label=Ate cooked fungus|value=+3|stack=1|duration=1}} after eating a meal containing [[raw fungus|fungus]].&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal with a plant of the light. I wish it were a fungus.|label=Ate non-fungus plant cooked|value=-3|stack=1|duration=1}} after eating a non-[[raw fungus|fungus]] plant raw.&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat a non-fungus plant food I despise. I much prefer fungus|label=Ate non-fungus plant raw|value=-5|stack=1|duration=1}} after eating a meal containing a non-[[raw fungus|fungus]] plant.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate a meal cooked from gray, slimy, insect meat. The seasoning partly covered the taste, but there were glands and fluid pockets in there that I can't identify.|label=Ate cooked insect meat|value=-3|stack=1|duration=1}} after eating a meal containing insect meat.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate some gray, slimy, insect meat. It was, possibly, the most disgusting thing I've ever tasted.|label=Ate insect meat|value=-6|stack=1|duration=1}} after eating raw insect meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate a meal that contained insect meat. I could still taste hints of bug-slime!|label=Ate cooked insect meat|value=+6|stack=1|duration=1}} after eating a meal containing insect meat.&lt;br /&gt;
&amp;lt;/br&amp;gt;{{Thought|desc=I ate some insect meat. So smooth and succulent.|label=Ate insect meat|value=+6|stack=1|duration=1}} after eating raw insect meat.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't approve of covering myself, yet here I am doing it.|label=Wearing clothes|value=-4|stack=1}} while wearing clothing (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I concealed my flesh. It was wrong.|label=Wore clothes|value=-4|stack=1|duration=0.5}} after having worn clothing (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To stifle the skin is wrong. Only the groin should be covered.|label=Wearing clothes (non-groin)|value=-4|stack=1}} while wearing clothing other than pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To conceal the skin is wrong, but I did it anyway. Only the groin should be covered.|label=Wore clothes (non-groin)|value=-4|stack=1|duration=0.5}} after having worn clothing other than pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes other than pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't like displaying my private parts or my chest.|label=Uncovered groin/chest|value=-4|stack=1}} while groin and/or chest are uncovered (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin and/or chest (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=It's wrong to be displaying myself like this. Only the face may be visible.|label=Uncovered groin/chest/hair|value=-4|stack=1}} while groin, chest, and/or hair are uncovered (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, and/or hair (if female).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To show myself to the world is wrong. I should be completely covered up.|label=Uncovered any body part|value=-4|stack=1}} while groin, chest, hair, and/or face are uncovered (if female).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, hair, and/or face (if female).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't approve of covering myself, yet here I am doing it.|label=Wearing clothes|value=-4|stack=1}} while wearing clothing (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I concealed my flesh. It was wrong.|label=Wore clothes|value=-4|stack=1|duration=0.5}} after having worn clothing (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes (if male).&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To stifle the skin is wrong. Only the groin should be covered.|label=Wearing clothes (non-groin)|value=-4|stack=1}} while wearing clothing other than pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To conceal the skin is wrong, but I did it anyway. Only the groin should be covered.|label=Wore clothes (non-groin)|value=-4|stack=1|duration=0.5}} after having worn clothing other than pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|5}} opinion for wearing clothes other than pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if male).&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I shouldn't have my private parts hanging out.|label=Uncovered groin|value=-4|stack=1}} while not wearing pants (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin (if male).&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=I don't like displaying my private parts or my chest.|label=Uncovered groin/chest|value=-4|stack=1}} while groin and/or chest are uncovered (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin and/or chest (if male).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=It's wrong to be displaying myself like this. Only the face may be visible.|label=Uncovered groin/chest/hair|value=-4|stack=1}} while groin, chest, and/or hair are uncovered (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, and/or hair (if male).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || &lt;br /&gt;
'''Mood:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{Thought|desc=To show myself to the world is wrong. I should be completely covered up.|label=Uncovered any body part|value=-4|stack=1}} while groin, chest, hair, and/or face are uncovered (if male).&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&lt;br /&gt;
&amp;lt;br/&amp;gt;{{--|10}} opinion for uncovered groin, chest, hair, and/or face (if male).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || [[#Flesh purity|Flesh purity]] || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || [[#Flesh purity|Flesh purity]] || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || [[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || [[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || [[#Individualist|Individualist]]&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|Flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|Raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || &lt;br /&gt;
''No mood or opinion effects for enslaving, buying, or selling slaves.''&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|Individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || &lt;br /&gt;
'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=+1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=+1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=+2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=+2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=+3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=+3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|8}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;{{--|12}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|4}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|4}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|8}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|2}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || {{--|2}} mood for 8 days for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;{{--|6}} mood for 8 days for attacking beggars or pilgrims&amp;lt;br/&amp;gt;{{+|1}} mood for 8 days for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=+3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} if the pawn cuts down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for the colony cutting down a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} [[opinion]] of a pawn for them cutting down a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=+1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}} if not inhumanized.&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal personhood|Animal personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal personhood|Animal personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.{{Check Tag|Conditions?}}&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Nomadic&amp;quot;&lt;br /&gt;
! Nomadic{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Nomadic.png|64px]]&lt;br /&gt;
| Desired || Staying in one place makes us weak. Travel makes us strong. || || || &lt;br /&gt;
'''Mood''':&lt;br /&gt;
* {{Thought|desc=It's great to be somewhere new.|label=Just resettled|value=+4|stack=1}} first 5 days{{Check Tag|Inclusive?}} after settling a new map{{Check Tag|Verfiy conditions|what counts? etc}}&lt;br /&gt;
* {{Thought|desc=It's good to be somewhere new.|label=Resettled recently|value=+2|duration=5}} between 5 and 10 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* No mood between 10 and 20 days.{{Check Tag|Inclusive?}}&lt;br /&gt;
* {{Thought|desc=We've been here long enough. Let's move somewhere new.|label=Need to move soon|value=-2}} between 20 and 30 days{{Check Tag|Inclusive?}} after resettling.&lt;br /&gt;
* {{Thought|desc=We've been here too long. We need to move as soon as possible.|label=Must move soon|value=-6}} after 30 days{{Check Tag|Inclusive?}} without resettling.&lt;br /&gt;
'''Stats:''':&lt;br /&gt;
*[[Caravan Speed Factor]]: {{+|30%}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x [[Bond Chance Factor]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animal husbandry#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher. Does not apply to quest lodgers. Does not apply when harvesting plants, only when sowing. [[Rice plant|Rice]], [[Potato plant|potato]], [[Corn plant|corn]], [[Strawberry plant|strawberry]], [[nutrifungus]] and [[Toxipotato plant|toxipotato]] are considered human food plants. [[Cocoa tree|Cocoa trees]] are a notable exception.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}} whilst not in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}} whilst in [[orbit]].{{OdysseyIcon}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various bonuses, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood{{Check Tag|equippable|power claws and fists ignored}} || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 9 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&amp;lt;br&amp;gt;[[Face_mask|Face mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{recode|section=1|reasson={{T|Thought}}}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that any other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. For example, if [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will be unable to give the reward.&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
This [[thought]] will only check for the &amp;quot;category&amp;quot; of the pawn's freedom, for example, [[Colonists]] will only check for other colonists xenotype, [[prisoners]] for other prisoners and [[slaves]] for other slaves, and not for example slaves checking for colonists. This means that slaves without a preferred  xenotype for an ideology can accept a [[xenogerm]] without upsetting the colonists who do follow this ideology. &lt;br /&gt;
&lt;br /&gt;
While colonists following this ideology may refuse being implanted with a xenogerm (or with [[gene implanter]]), a way to circumnavigate this is to swap ideologies or with the use of '''Fluid Ideologies''', by changing the preferred  xenotype to nothing and after implanting the genes swaping it back to normal.&lt;br /&gt;
&lt;br /&gt;
This above is useful because if the preferred  xenotype is of the [[Endogene]] kind (heritable), any xenotypes on top of this will be '''overlooked''' in favour of the pawn's original endotype, thus keeping the mood bonus and opinion bonus.&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a {{--|2}} mood penalty{{Check Tag|Thought Template}} until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns.&lt;br /&gt;
** Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept.&lt;br /&gt;
** Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept.&lt;br /&gt;
** Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed.&lt;br /&gt;
** Fix: There are some duplicate ideoligion icons.&lt;br /&gt;
** Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion.&lt;br /&gt;
** Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood.&lt;br /&gt;
** Fix: Classic mode ideoligions don't start with some classic precepts.&lt;br /&gt;
** Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog.&lt;br /&gt;
** Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t.&lt;br /&gt;
** Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - &lt;br /&gt;
**Fix: Berserker trance makes pawn guilty even though they cannot attack allies.&lt;br /&gt;
** Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes.&lt;br /&gt;
** Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set.&lt;br /&gt;
** Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children.&lt;br /&gt;
** Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description.&lt;br /&gt;
** Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
* [[Version/1.6.4850|1.6.4850]] - Fix: Desired styles were calculated incorrectly if Biotech was enabled, causing the styling station to show all styles, and &amp;quot;look change desired&amp;quot; thought to never occur.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Obsidian_(ore)&amp;diff=181631</id>
		<title>Obsidian (ore)</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Obsidian_(ore)&amp;diff=181631"/>
		<updated>2026-07-03T00:12:40Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: Added image for obsidian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Odyssey}}&lt;br /&gt;
{{Image wanted|reason=Sprite}}&lt;br /&gt;
{{About|the ore|the material also called obsidian|obsidian}}&lt;br /&gt;
{{Infobox main|Structure&lt;br /&gt;
| name = Obsidian ore&lt;br /&gt;
| image = MineableObsidian.png&lt;br /&gt;
| description = Volcanic rock formed by rapidly cooling lava. It can be mined for obsidian glass.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Structure&lt;br /&gt;
| hp = 1200&lt;br /&gt;
| flammability = 0&lt;br /&gt;
| rotatable = false&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 1 * 1&lt;br /&gt;
| passability = impassable&lt;br /&gt;
| cover = 1&lt;br /&gt;
| blockswind = true&lt;br /&gt;
&amp;lt;!-- Mineable --&amp;gt;&lt;br /&gt;
| mineable = true&lt;br /&gt;
| isResourceRock = true&lt;br /&gt;
| mineable thing = Obsidian&lt;br /&gt;
| mineable yield = 40&lt;br /&gt;
| mineable scatter commonality = &lt;br /&gt;
| mineable scatter lump size range = &lt;br /&gt;
| veinMineable = true&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = MineableObsidian&lt;br /&gt;
| label = obsidian&lt;br /&gt;
&amp;lt;!-- Other --&amp;gt;&lt;br /&gt;
| category = Building&lt;br /&gt;
| selectable = true&lt;br /&gt;
| drawerType = MapMeshOnly&lt;br /&gt;
| filthLeaving = Filth_RubbleRock&lt;br /&gt;
| scatterableOnMapGen = false&lt;br /&gt;
| artificialForMeditationPurposes = false&lt;br /&gt;
| thingClass = Mineable&lt;br /&gt;
| linkType = CornerFiller&lt;br /&gt;
| linkFlags = Rock, MapEdge&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| castEdgeShadows = true&lt;br /&gt;
| coversFloor = true&lt;br /&gt;
| neverMultiSelect = true&lt;br /&gt;
| saveCompressible = true&lt;br /&gt;
| holdsRoof = true&lt;br /&gt;
| staticSunShadowHeight = 1.0&lt;br /&gt;
| blockLight = true&lt;br /&gt;
| fertility = 0&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| isInert = true&lt;br /&gt;
| isNaturalRock = true&lt;br /&gt;
| canBuildNonEdificesUnder = false&lt;br /&gt;
| deconstructible = false&lt;br /&gt;
| supportsWallAttachments = true&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
| damageMultipliers = Thump&lt;br /&gt;
| multiplier = 4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
| texPath = Things/Building/Linked/RockFlecked_Atlas&lt;br /&gt;
| graphicClass = Graphic_Single&lt;br /&gt;
| shaderType = CutoutComplex&lt;br /&gt;
| color = (65,60,60)&lt;br /&gt;
| colorTwo = (45,45,45)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Obsidian (ore)''' is a rare natural [[structure]] that can be [[mine]]d to obtain {{Icon Small|Obsidian}} [[obsidian]].&lt;br /&gt;
&lt;br /&gt;
== Occurrence ==&lt;br /&gt;
Mineral obsidian veins can only spawn in maps with the [[Landmarks#Obsidian_deposits|obsidian deposits]] feature, exclusive to the [[lava field]] biome. They never occur outside of obsidian deposits. Veins are fairly large, 20 to 40 tiles in size. &lt;br /&gt;
&lt;br /&gt;
=== Number of veins in map ===&lt;br /&gt;
The number of veins is a function of the hilliness and the size of the map. Standard size maps have 5 obsidian veins on small hills, 7 on large hills, and 9 on mountainous terrain. Lava field maps cannot have flat terrain.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Hilliness values come from GenStep_RocksFromGrid.GetResourceBlotchesPer10KCellsForMap(). The code caters for flat terrain but lava field maps are never flat.&lt;br /&gt;
The 0.1 factor comes from TileMutatorWorker_ObsidianDeposits.GeneratePostTerrain().&lt;br /&gt;
Conversion from 10K to map size comes from GenStep_Scatterer.CountFromPer10kCells().&lt;br /&gt;
!--&amp;gt;{{#vardefine: smallhills | {{#expr: 8 * 0.1}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: largehills | {{#expr: 11 * 0.1}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: mountainous | {{#expr: 15 * 0.1}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map200 | {{#expr: 200*200}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map225 | {{#expr: 225*225}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map250 | {{#expr: 250*250}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map275 | {{#expr: 275*275}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map300 | {{#expr: 300*300}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;{{#vardefine: map325 | {{#expr: 325*325}} }}&amp;lt;!--&lt;br /&gt;
!--&amp;gt;&lt;br /&gt;
{| {{STDT| c_25 text-right}}&lt;br /&gt;
! Map size&lt;br /&gt;
! Small hills&lt;br /&gt;
! Large hills&lt;br /&gt;
! Mountainous&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 200 x 200 (small)&lt;br /&gt;
| {{#expr: {{#var: map200}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map200}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map200}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 225 x 225 (small)&lt;br /&gt;
| {{#expr: {{#var: map225}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map225}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map225}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 250 x 250 (medium - default)&lt;br /&gt;
| {{#expr: {{#var: map250}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map250}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map250}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 275 x 275 (medium)&lt;br /&gt;
| {{#expr: {{#var: map275}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map275}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map275}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 300 x 300 (large)&lt;br /&gt;
| {{#expr: {{#var: map300}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map300}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map300}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
! style=text-align:left; | 325 x 325 (large)&lt;br /&gt;
| {{#expr: {{#var: map325}} * {{#var: smallhills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map325}} * {{#var: largehills}}/10000 round 0}}&lt;br /&gt;
| {{#expr: {{#var: map325}} * {{#var: mountainous}}/10000 round 0}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Obsidian tiles have 1,200 health each, making them one of the fastest ores to mine. Each mined block has a base yield of {{Icon Small|Obsidian}} 40 obsidian, however this is modified by factors such as the Difficulty setting and the [[Mining yield]] of the pawn.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Mining obsidian ore is the best way to acquire obsidian, a great material for crafting sharp melee weapons like [[longsword]]s. Veins are large enough to yield the materials for a few longswords. With several veins spawning per map it's feasible to spam craft obsidian weapons to farm high quality weapons.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Odyssey DLC]] Release - Added.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natural wall]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:Vacstone.png&amp;diff=181282</id>
		<title>File:Vacstone.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:Vacstone.png&amp;diff=181282"/>
		<updated>2026-07-02T00:59:00Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=File:MineableObsidian.png&amp;diff=181280</id>
		<title>File:MineableObsidian.png</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=File:MineableObsidian.png&amp;diff=181280"/>
		<updated>2026-07-02T01:06:21Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Copyright game}}&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=168315</id>
		<title>Ideoligion</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Ideoligion&amp;diff=168315"/>
		<updated>2025-08-28T08:10:01Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: Corrected typo - &amp;quot;Boddy purist&amp;quot; to &amp;quot;Body purist&amp;quot; for Body modification (approved) item in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ideology}}&lt;br /&gt;
{{Stub|reason=Add Nomadic and space habitat precept. Shipborn meme requirements/associated not implemented. traders guild}}&lt;br /&gt;
'''Ideoligions''' are both a system of mechanics introduced by, and the primary focus of, the [[Ideology DLC]]. They allow colonies to introduce a variety of new restrictions and capabilities to change gameplay, as well as new interactions with other factions.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
== Type of ideoligion ==&lt;br /&gt;
Whenever you start a new game, you will see the Ideology selection menu once you've selected a world tile.&lt;br /&gt;
&lt;br /&gt;
* '''Ideology system inactive''' - Disables most of the Ideology system. Player colonies and factions will no longer have any ideoligion. With this option, you can create any ''style'', or cosmetic variant, of building (click the circle icon in the [[Architect]] tab, right next to the search bar).&lt;br /&gt;
:However, some aspects of the ideoligion system remain. You can still assign a [[Leader]], and will have access to a funeral and 2 [[ritual]]s - a dance party and drum party.{{Check Tag|Verify|Extremely quick testing}} In addition, there will be 3 randomized [[relic]]s that you can search for.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fluid)''' - Design an ideoligion that can change over time.&lt;br /&gt;
:A fluid ideoligion only has access to 1 [[meme]] at the start of the game, which cannot be a high impact meme. Otherwise, a fluid ideoligion has the same customization options as a fixed ideoligion. The difference is that a fluid ideology can change over the course of the game. As you gain [[#Development points|development points]], you can add / remove memes, and re-customize just about everything else.&lt;br /&gt;
&lt;br /&gt;
* '''Create ideoligion (fixed)''' - Design an ideoligion with complete control.&lt;br /&gt;
&lt;br /&gt;
* '''Presets''' - Use an ideoligion already created for you. Want to live under the mountain, but don't want to make a full ideoligion? Pick the &amp;quot;Mole people&amp;quot; preset. You will start with a Funeral and 2 other random [[ritual]]s, as well as a random [[relic]]. Other aspects of the ideoligion will also be randomized.&lt;br /&gt;
:For example, the &amp;quot;Classic-like&amp;quot; preset will have the following precepts:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2; width:600px&amp;quot;&amp;gt;&lt;br /&gt;
* [[#Corpses|Corpses: Ugly]]&lt;br /&gt;
* [[#Insect meat|Insect meat: Despised]]&lt;br /&gt;
* [[#Marriage name|Marriage name: Usually man's]]&lt;br /&gt;
* [[#Eating nutrient paste|Eating nutrient paste: Disgusting]]&lt;br /&gt;
* [[#Physical love|Physical love: Free]]&lt;br /&gt;
* [[#Women's spouses|Women's spouses: One only]]&lt;br /&gt;
* [[#Men's spouses|Men's spouses: One only]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Development points ===&lt;br /&gt;
{{For|a guide for how to convert a non-fluid ideoligion to a fluid ideoligion via save editing|Fluid ideoligion save conversion guide}}&lt;br /&gt;
Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot &amp;quot;store&amp;quot; points; once you can reform, no more points are gained.&lt;br /&gt;
&lt;br /&gt;
Development points can be obtained in the following ways:&lt;br /&gt;
* Performing [[rituals]]. Rituals will give a varying amount of points depending on if they are &amp;quot;anytime&amp;quot; rituals or &amp;quot;dated&amp;quot; rituals, how many rituals the ideoligion has and the quality of the ritual. If a ritual achieves a goal that awards development points (such as a conversion), both the points for the goal and the ritual are received in full. Anytime rituals (including funerals) give 1 point for a good outcome and 2 points for a great outcome.&lt;br /&gt;
Dated rituals grant more points the fewer rituals the ideoligion has, -as detailed below- however Funerals, Gladiator Duels, Blinding, and Scarification rituals '''''Do not''''' count for the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Terrible&lt;br /&gt;
! Boring&lt;br /&gt;
! Fun&lt;br /&gt;
! Unforgettable&lt;br /&gt;
|-&lt;br /&gt;
! 1 Ritual&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 2 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! 3 Rituals&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
! 4 Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
! 5+ Rituals&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Converting someone: 1 point.&lt;br /&gt;
Certain [[#Precepts|precepts]] allow an ideoligion to gain points from actions related to the precept.&lt;br /&gt;
* [[#Blindness|Blindness: Respected, Elevated or Sublime]]: Blinding someone: 1 point&lt;br /&gt;
* [[#Charity|Charity: Worthwhile, Important or Essential]]: Completing charity quests and accepting charity events&lt;br /&gt;
** [[Quests#Beggars|Helping beggars]]: 2 points&lt;br /&gt;
** [[Events#Wanderer joins|Accepting joining wanderer]]: 1 point&lt;br /&gt;
** [[Quests#Hospitality|Giving hospitality]] {{RoyaltyIcon}}: 2 points&lt;br /&gt;
** [[Quests#Shuttle Crash|Saving shuttle crash survivors]] {{RoyaltyIcon}}: 3 points&lt;br /&gt;
** [[Events#Transport pod crash|Saving a pod crash victim]]: 1 point&lt;br /&gt;
** [[Quests#Noble Wimp|Saving the noble wimp]] {{RoyaltyIcon}}: 1 point&lt;br /&gt;
** [[Quests#Threatened Joiner|Helping the threatened joiner]]: 2 points&lt;br /&gt;
* [[#Execution|Execution: Respected if guilty or Required]]: Executing prisoner: 1 point&lt;br /&gt;
* [[#Proselytizing|Proselytizing: Occasional, Sometimes or Frequent]]:&lt;br /&gt;
** Converting a new member: 1 point (in addition to the normal 1 point)&lt;br /&gt;
** Obtaining a [[Relic|relic]]: 5 points&lt;br /&gt;
** Completing the [[Quests#Pilgrims|pilgrims]] quest: 2 points&lt;br /&gt;
* [[#Raiding|Raiding: Respected or Required]]:&lt;br /&gt;
** Raiding someone: 1 point&lt;br /&gt;
** Raiding a bandit camp or work site: 2 points&lt;br /&gt;
* [[#Ranching|Ranching: Central]]: Successfully completing an [[Quests#Hospitality|Animal Hospitality quest]]{{RoyaltyIcon}}: 2 points&lt;br /&gt;
* [[#Slavery|Slavery: Honorable]]: Enslaving new prisoner: 1 point&lt;br /&gt;
* [[#Gauranlen connection|Gauranlen Connection: Strong]]: Planting gauranlen tree: 1 point&lt;br /&gt;
&lt;br /&gt;
Reformation allows you to add ''or'' remove 1 meme, ''or'' change the structure of your ideoligion. If you add a meme, you cannot remove / replace another meme or change structure. In addition, you can only add 1 [[style]] at a time. All other changes are unlimited.&lt;br /&gt;
&lt;br /&gt;
== Forming an ideoligion ==&lt;br /&gt;
An ideoligion consists of many separate aspects to customize:&lt;br /&gt;
&lt;br /&gt;
'''Primary'''&lt;br /&gt;
* '''[[#Structure|Structure]]''' - What deities (or lack thereof) that followers believe in. Examples include ''Abstract theist'', that &amp;quot;god(s) are formless and everywhere&amp;quot;, or ''Christian origin'', which is closer to the Abrahamic religions of the west. Structure helps determine the randomized names and lore of your ideoligion. This is almost entirely cosmetic, but can add a few ritual options.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Memes|Memes]]''' - The basic beliefs of the ideoligion. An ideoligion with the ''Cannibal'' meme will definitely enjoy human meat. Each ideoligion can have up to 4 memes. Most memes do not add much on their own, but affect what precepts the ideoligion has and cannot have. Some memes have access to [[roles|specialists]].&lt;br /&gt;
&lt;br /&gt;
* '''[[#Precepts|Precepts]]''' - What a follower's belief systems are. Precepts directly determine how colonists will react to certain actions. An ideoligion with ''Cannibalism: Preferred'' will have followers enjoy eating human meat. An ideoligion with ''Cannibalism: Required (Ravenous)'' will want to eat human meat for every meal.&lt;br /&gt;
:Certain precepts have statistical effects beyond mood. For instance, ''Drugs: Essential'' boosts drug crop yield, synthesis speed, and sell price. These tend to be locked behind their associated meme.&lt;br /&gt;
&lt;br /&gt;
'''Secondary'''&lt;br /&gt;
* '''[[Rituals]]''' - Special occasions, from Dance Party to Animal Sacrifice to Funerals. Every time you do a ritual, you can end up with a good or bad outcome. Good outcomes will increase colonist [[mood]], and come with a special, defined reward. For example, a spectacular festival can give you a random recruit, or cause a [[gauranlen pod]] to sprout.&lt;br /&gt;
&lt;br /&gt;
:You can increase the chances of a good outcomes by following the ritual's requirements. A funeral can be done without your colonist's body, but the quality will be increased if the corpse is buried.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Roles|Roles]]''' - Every ideoligion has a Leader and Moral Guide. From there, you can have up to 2 types of specialists. A Shooting Specialist will be great at ranged combat, but is unable to do many types of skilled work. Note that you can have as many specialists of a specific type as you want. For example, you can have 3 Shooting Specialists in a single colony, but cannot have a Shooting, Plants, AND Research specialist in the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
* '''[[Relic]]s''' - Ideoligions can have relics. Relics can be either Legendary [[quality]] weapons or specific types of items that serve no other purpose. Relics must be found from a specific, multi-part relic hunt quest, which can take many years. Having a relic present will cause a number of benefits.&lt;br /&gt;
&lt;br /&gt;
* '''Buildings''' - Buildings used by your ideoligion: [[altar]]s, [[sacrificial flag]]s, etc. Largely used for rituals. Altars and the like will eventually be demanded by followers of your ideoligion in a temple room.&lt;br /&gt;
&lt;br /&gt;
* '''Preferences''' - Ideoligions can prefer [[apparel]], [[weapon]]s, and [[xenotype]]s {{BiotechIcon}}, as well as venerate specific [[animal]]s. Colonists will like having/being around preferred items. Whether a colonist will dislike a non-preferred item is dependent on the preference in question.&lt;br /&gt;
&lt;br /&gt;
'''Descriptive'''&lt;br /&gt;
* '''[[#Styles|Styles]]''' - How buildings made by an ideoligious builder will look. Largely cosmetic. However, it interacts with the Diversity of Thought precept. If colonists are neutral or bigoted, then they will enjoy being near styles of the same ideoligion. If colonists appreciate Diversity of Thought, they will enjoy being near styled buildings that their ideoligion could not make. Certain styles will affect more or less buildings.&lt;br /&gt;
&lt;br /&gt;
* '''[[#Cultures|Cultures]]''' - Roughly where your ideoligion comes from. Astropolitian represents those coming from space. Corunan represents [[New Tribe|tribes]] in general. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Lore''' - A randomly generated description of the ideoligion, based off of memes, structures, cultures, etc. Entirely cosmetic.&lt;br /&gt;
&lt;br /&gt;
* '''Icon / color''' - An ideoligion's icon is used whenever an ideology will be displayed. The color of the icon will be a preferred color for followers. Followers gain a {{+|1}} moodlet for wearing their ideology's color, or their own favorite color. All colors require [[dye]] and the same amount of dye.&lt;br /&gt;
&lt;br /&gt;
== Certainty ==&lt;br /&gt;
{{Split|destination=Certainty|reason=Would benefit from having a space for Analyis and strategies as well as more displays of how different stats really affect conversion times. example strats: forcing crises of faith, stacking convert power buffs, gene modding the convertee to have the Kind and Wimp traits etc. Leave section here with summary, and a [[Template:Main]] link to the oage. redirect [[Conversion]] there too}}&lt;br /&gt;
{{See also|Conversion Power|Global Certainty Loss Factor}}&lt;br /&gt;
'''Certainty''' is how willing a colonist is to maintain their current ideoligion. Conversion attempts reduce certainty. Once certainty hits 0%, a pawn's ideology will change.&lt;br /&gt;
=== Reassurance ===&lt;br /&gt;
Certainty increases by a set rate per day, which is dependent on current [[mood]].&lt;br /&gt;
* 1% / day at 20% mood or less&lt;br /&gt;
* 2% / day at 50% mood&lt;br /&gt;
* 3% / day at 80% mood or more&lt;br /&gt;
Between 20% and 80% mood, certainty gain is linearly interpolated.&lt;br /&gt;
Certainty does not regenerate while [[deathrest]]ing.{{BiotechIcon}}{{Check Tag|What else?|What else pauses reassurance}}&lt;br /&gt;
The [[Moral guide]] of an ideoligion can also reassure pawns of the same ideoligion, which increases certainty based on [[Conversion Power]].&lt;br /&gt;
If a pawn is converted, then they will start with 50% certainty in their new ideoligion.&lt;br /&gt;
=== Conversion ===&lt;br /&gt;
These ways to lower certainty are all considered &amp;quot;Conversion&amp;quot;. The certainty reduction is increased by the converter's [[Conversion Power]], and decreased by the convertee's [[Global Certainty Loss Factor]]. Conversion strength is then multiplied by relevant [[trait]]s. For example, an [[Undergrounder]] will be harder to convert from an ideology with the Tunneler meme.&lt;br /&gt;
* Pawns will naturally try to convert each other during day-to-day conversation. This is governed by the [[Ideoligion Spread Chance]], which is increased by the [[#Proselytizing|Proselytizing]] precept.&lt;br /&gt;
* The [[role]] of [[Moral guide]] has a &amp;quot;Convert&amp;quot; ability. This is the same as normal conversion, but done on command. This has a cooldown of 3 days.&lt;br /&gt;
* If a pawn is held [[prisoner]], you can set the prisoner to Convert in the Prisoner. If there is a warden of the selected ideoligion available, they will start converting the prisoner.&lt;br /&gt;
The certainty reduction of a convert attempt can be calculated as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| '''Certainty loss''' = 6% × [[Conversion Power]] of the Converter × If Converter is [[#Moral Guide|Moral Guide]] ({{Good|x2}}) × [[Global Certainty Loss Factor]] of Convertee × Relic Conversion Power Factor × Trait/Meme Agreeableness × AI Storyteller's Low pop conversion boost multiplier&lt;br /&gt;
|}&lt;br /&gt;
*'''Relic conversion factor:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Relic Conversion Power Factor&lt;br /&gt;
|-&lt;br /&gt;
| {{Graph:Chart|width=200|height=200|yAxisMin=|xAxisMax=10| yAxisTitle=Conversion Power Factor|xAxisTitle=Relics in Reliquaries (#)|type=line|x=0, 1, 3, 5, 10 |y1=1.00, 1.10, 1.20, 1.25, 1.30}}&lt;br /&gt;
|}&lt;br /&gt;
'''Other certainty reduction''':&lt;br /&gt;
These ways reduce certainty by a set percentage. Reduction is not (directly) impacted by Conversion Power or Certainty Loss Factor.&lt;br /&gt;
* [[Rituals#Conversion ritual|Conversion ritual]]. Requires a Moral Guide. An effective conversion ritual reduces certainty by 30%. A masterful conversion ritual instantly converts the user to the desired ideoligion. Poor quality rituals instead ''increase'' certainty. The quality of the ritual increases the chance of an effective/masterful ritual; quality is increased by [[Social Impact]] of the moral guide, among other factors.&lt;br /&gt;
* [[Crisis of belief]] is an extreme [[mental break]] which immediately reduces certainty by 50%. If certainty reaches 0%, then the pawn will convert to a ''random'' ideoligion - even if you've attempted to convert them to a specific ideoligion prior. Notably, crisis of belief is one of 2 mental breaks that [[prisoner]]s associated with another faction are able to go through. (Colonists who have been arrested can go through other breaks)&lt;br /&gt;
* A [[Rituals#Throne speech|throne speech]]{{RoyaltyIcon}} can convert listeners to the speaker's ideoligion.{{Check Tag|Verify|Detail, too}}&lt;br /&gt;
[[Children]]{{BiotechIcon}} are a unique case of conversion, as babies have no ideoligion and one is assigned to them once they turn 3. For a more detailed description of how the ideoligion of a child is determined, see the [[Children#Ideoligion|Children]] page.&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Choosing your structure affects which symbols the game uses for your ideoligion, and allows for the selection of some rituals that would otherwise require specific memes. It also influences some random generation options and flavor text but these can be overridden by player selection.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Structure !! Description !! Styles !! Unlocked Rituals !! Chance to Have Precept&lt;br /&gt;
|- id=&amp;quot;Abstract theist&amp;quot;&lt;br /&gt;
! Abstract theist&amp;lt;br/&amp;gt;[[File:Abstract theist.png|64px]]&lt;br /&gt;
| The god(s) do not have physical form, but are everywhere at once. They know all, and can do anything. Their will defines the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Animist&amp;quot;&lt;br /&gt;
! Animist&amp;lt;br/&amp;gt;[[File:Animist.png|64px]]&lt;br /&gt;
| Spirits live in everything around us. In the plants and animals, rivers and trees, sky and stars. The moral structure of the universe springs from the necessity of respecting them. || Animalist || ||&lt;br /&gt;
|- id=&amp;quot;Archist&amp;quot;&lt;br /&gt;
! Archist&amp;lt;br/&amp;gt;[[File:Archist.png|64px]]&lt;br /&gt;
| Archotechs are the true gods. They know the moral structure of the universe, and serving them is how we will connect with it. || || ||&lt;br /&gt;
|- id=&amp;quot;Buddhist origin&amp;quot;&lt;br /&gt;
! Buddhist origin&amp;lt;br/&amp;gt;[[File:Buddhist origin.png|64px]]&lt;br /&gt;
| This ideoligion is a descendant of ancient Buddhism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Buddhist || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Christian origin&amp;quot;&lt;br /&gt;
! Christian origin&amp;lt;br/&amp;gt;[[File:Christian origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Christianity. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Christian || Christmas tree party || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Embodied theist&amp;quot;&lt;br /&gt;
! Embodied theist&amp;lt;br/&amp;gt;[[File:Embodied theist.png|64px]]&lt;br /&gt;
| The god(s) walk the planets like us, yet they are powerful and immortal as we are not. They decide the moral structure of the universe. || || ||&lt;br /&gt;
|- id=&amp;quot;Hindu origin&amp;quot;&lt;br /&gt;
! Hindu origin&amp;lt;br/&amp;gt;[[File:Hindu origin.png|64px]]&lt;br /&gt;
| This is a variant of the embodied theist structure. This ideoligion is a descendant of ancient Hinduism. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Hindu || Smokeleaf circle || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|- id=&amp;quot;Ideological&amp;quot;&lt;br /&gt;
! Ideological&amp;lt;br/&amp;gt;[[File:Ideological.png|64px]]&lt;br /&gt;
| There are no gods. The moral structure of the universe is found in our grand narrative of social forces. || || Symbol burning ||&lt;br /&gt;
|- id=&amp;quot;Islamic origin&amp;quot;&lt;br /&gt;
! Islamic origin&amp;lt;br/&amp;gt;[[File:Islamic origin.png|64px]]&lt;br /&gt;
| This is a variant of the abstract theist structure. This ideoligion is a descendant of ancient Islam. It may have very different precepts than those of thousands of years ago, but its symbols are similar. || Islamic || || Headwrap: Relaxed&amp;lt;br/&amp;gt;Broadwrap: Relaxed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
Cultures affect names, appearances, and symbols.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Culture !! Factions Allowed !! Description&lt;br /&gt;
|- id=&amp;quot;Astropolitan&amp;quot;&lt;br /&gt;
! Astropolitan&amp;lt;br/&amp;gt;[[File:Astropolitan.png|32px]]&lt;br /&gt;
| [[New Arrivals]] || A broad collection of cultures common among frequent space travelers.&lt;br /&gt;
|- id=&amp;quot;Rustican&amp;quot;&lt;br /&gt;
! Rustican&amp;lt;br/&amp;gt;[[File:Civil outlander.png|32px]]&lt;br /&gt;
| [[Outlander]] Factions || A hardy industrial cultures common among rimworld outlanders.&lt;br /&gt;
|- id=&amp;quot;Corunan&amp;quot;&lt;br /&gt;
! Corunan&amp;lt;br/&amp;gt;[[File:GentleTribe.png|32px]]&lt;br /&gt;
| [[New Tribe]]&amp;lt;br/&amp;gt;[[Tribal]] Factions || An ancient culture common among rimworld tribes.&lt;br /&gt;
|- id=&amp;quot;Kriminul&amp;quot;&lt;br /&gt;
! Kriminul&amp;lt;br/&amp;gt;[[File:Pirate.png|32px]]&lt;br /&gt;
| [[Pirate]] Factions || A broad category describing the styles and practices of many pirate groups.&lt;br /&gt;
|- id=&amp;quot;Sophian&amp;quot;&lt;br /&gt;
! Sophian {{RoyaltyIcon}}&amp;lt;br/&amp;gt;[[File:Empire map marker.png|32px]]&lt;br /&gt;
| [[Empire]] Faction&amp;lt;br/&amp;gt;[[Ancient]] Factions || A techno-feudal culture centered on the planet Sophiamunda.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Styles ==&lt;br /&gt;
{{recode|section=1|reason=Use collapsibles to allow a non-intrusive display of the styles where the reader can tab between the styles}}&lt;br /&gt;
An ideoligion can have 0-3 associated styles. People belonging to that ideoligion will apply those styles when making specific items. Colonists will get thoughts based on the styles of the objects around them, depending on their ideoligion's [[#Diversity of thought|diversity of thought]] precept either for having surroundings match or not match their ideoligion. Neutral surroundings produce no thought. If multiple styles of an ideoligion affect the same object, left-most applies. Note that building appearance in the construction menu will be based on your primary ideoligion, but the actual building might be different if built by a pawn of a different ideoligion.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=width:6em | Style !! New buildables !! Affects items !! Affects objects !! Affects ritual ambience sound !! Player-accessible&lt;br /&gt;
|- id=&amp;quot;Style Hindu&amp;quot;&lt;br /&gt;
| [[File:Style Hindu.png|18px]] Hindu&lt;br /&gt;
| -&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|- id=&amp;quot;Style Christian&amp;quot;&lt;br /&gt;
| [[File:Style Christian.png|18px]] Christian&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Islamic&amp;quot;&lt;br /&gt;
| [[File:Style Islam.png|18px]] Islamic&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Buddhist&amp;quot;&lt;br /&gt;
| [[File:Style Buddhism.png|18px]] Buddhist&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Morbid&amp;quot;&lt;br /&gt;
| [[File:Style Morbid.png|18px]] Morbid&lt;br /&gt;
| [[Morbid carpet]], [[Morbid slab (broad)]], [[Morbid slab (medium)]], [[Morbid stone tile]] || [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Totemic&amp;quot;&lt;br /&gt;
| [[File:Style Totemic.png|18px]] Totemic&lt;br /&gt;
| [[Totemic boards]], [[Totemic slab (broad)]], [[Totemic slab (medium)]], [[Totemic stone tile]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]], [[Small altar#Styles|Small altar]], [[Medium altar#Styles|Medium altar]], [[Large altar#Styles|Large altar]], [[Grand altar#Styles|Grand altar]], [[Stool#Styles|Stool]], [[Dining chair#Styles|Dining chair]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Spikecore&amp;quot;&lt;br /&gt;
| [[File:Style Spikecore.png|18px]] Spikecore&lt;br /&gt;
| [[Spikecore floor-star (broad)]], [[Spikecore floor-star (medium)]], [[Spikecore plates]], [[Spikecore stone tile]] || [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]], [[Flak jacket#Styles|Flak jacket]], [[Duster#Styles|Duster]], [[Jacket#Styles|Jacket]], [[Parka#Styles|Parka]]&lt;br /&gt;
| Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]]), [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], [[Column#Styles|Column]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Rustic&amp;quot;&lt;br /&gt;
| [[File:Style Rustic.png|18px]] Rustic&lt;br /&gt;
| [[Rustic rug (broad)]], [[Rustic rug (medium)]]&lt;br /&gt;
| [[Simple helmet#Styles|Simple helmet]], [[Flak helmet#Styles|Flak helmet]]&lt;br /&gt;
| [[Column#Styles|Column]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Torch lamp#Styles|Torch lamp]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Animalist&amp;quot;&lt;br /&gt;
| [[File:Style Animalist.png|18px]] Animalist&lt;br /&gt;
| [[Animalist slab (broad)]], [[Animalist slab (medium)]]&lt;br /&gt;
| [[Recon helmet#Styles|Recon helmet]], [[Marine helmet#Styles|Marine helmet]], [[Cataphract helmet#Styles|Cataphract helmet]], [[War mask#Styles|War mask]]&lt;br /&gt;
| [[Small sculpture#Styles|Small sculpture]], [[Large sculpture#Styles|Large sculpture]], [[Grand sculpture#Styles|Grand sculpture]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Techist&amp;quot;&lt;br /&gt;
| [[File:Style Techist.png|18px]] Techist&lt;br /&gt;
| [[Hex carpet]], [[Hex tile]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Column#Styles|Column]], [[Plant pot#Styles|Plant pot]], [[Standing lamp#Styles|Standing lamp]], [[Wall lamp#Styles|Wall lamp]], [[Shelf#Styles|Shelf]], [[Autodoor#Styles|Autodoor]], Table ([[Table (1x2)#Styles|1x2]], [[Table (2x2)#Styles|2x2]], [[Table (2x4)#Styles|2x4]], [[Table (3x3)#Styles|3x3]])&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-  id=&amp;quot;Style Horaxian&amp;quot;&lt;br /&gt;
| [[File:Style Horaxian.png|18px]] Horaxian{{AnomalyIcon}}&lt;br /&gt;
| -&lt;br /&gt;
| [[Axe#Styles|Axe]], [[Club#Styles|Club]], [[Gladius#Styles|Gladius]], [[Knife#Styles|Knife]], [[Mace#Styles|Mace]]&lt;br /&gt;
| -&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Style dominance ===&lt;br /&gt;
Pawns consider objects with style dominance within 27 tiles outdoors, or in the same room regardless of distance. An item is considered &amp;quot;uniform&amp;quot; if pawn's ideoligion can build it, and &amp;quot;diverse&amp;quot; otherwise, regardless of the actual style: for example, a totemic table will be considered diverse for an ideoligion with morbid and totemic styles, because the morbid style overrides totemic tables. If the total style dominance of uniform or diverse objects is at least 10 more than the other category, pawns will get an appropriate thought; the actual style of the object does not matter for stacking either: a morbid slab and a totemic slab in the same room will be uniform for an ideoligion with both styles, cancel each other out and give no thought for an ideoligion with one of those styles, and diverse for an ideoligion with neither.&lt;br /&gt;
&lt;br /&gt;
An ideoligion with no styles would still consider its own buildings (such as ideogram), but not ritual seats, to be uniform.&lt;br /&gt;
&lt;br /&gt;
Clothing, whether worn or placed on the ground, and uninstalled objects have no impact on style dominance.&lt;br /&gt;
&lt;br /&gt;
{{#ask: [[Style Dominance::+]]&lt;br /&gt;
| ?Style Dominance&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Memes ==&lt;br /&gt;
You must choose one to four memes at the beginning of your playthrough to form the foundational ideas of your ideoligion. Some have much more gameplay impact than others. Hovering over a meme will show you the information in this table.&lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
! Meme !! Description !! Impact !! Incompatible Memes !! Required Precepts !! Chance to Have Precept !! Disabled Precepts !! Unlocked Roles !! Required Rituals !! Unlocked Rituals !! New Buildables !! Unlocked Craftables !! Start with Research !! Agreeing Traits !! Conflicting Traits !! Styles&lt;br /&gt;
|- id=&amp;quot;Animal personhood&amp;quot;&lt;br /&gt;
! '''Animal personhood'''&amp;lt;br/&amp;gt;[[File:Animal personhood.png|64px]]&lt;br /&gt;
| Animals have rights as humans do. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Rancher|Rancher]] || '''[[#Animal connection|Animal connection:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, or Disapproved&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Abhorrent, Horrible, or Disapproved&amp;lt;br/&amp;gt;{{OdysseyIcon}}'''[[#Fishing|Fishing:]]''' Prohibited or Disapproved || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Blindsight&amp;quot;&lt;br /&gt;
! '''[[Blindsight]]'''&amp;lt;br/&amp;gt;[[File:Blindsight.png|64px]]&lt;br /&gt;
| Only those who are blind can perceive true reality. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Darkness|Darkness]] || '''[[#Blind psysense|Blind psysense:]]''' Strong&amp;lt;br/&amp;gt;'''[[#Blindness|Blindness:]]''' Respected, Elevated, or Sublime || - || '''[[#Blindness|Blindness:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' preferred || [[Ideoligion#Medical specialist|Medical specialist]] || Blinding || - || - || [[Blindfold]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Cannibal&amp;quot;&lt;br /&gt;
! '''Cannibal'''&amp;lt;br/&amp;gt;[[File:Cannibal.png|64px]]&lt;br /&gt;
| We must consume human flesh. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Preferred, Required (strong), or Required (ravenous)&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || '''[[#Execution|Execution:]]''' Always horrible or Horrible if innocent || - || - || Cannibal feast || - || - || - || [[Cannibal (Trait)|Cannibal]] || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Collectivist&amp;quot;&lt;br /&gt;
! '''Collectivist'''&amp;lt;br/&amp;gt;[[File:Collectivist.png|64px]]&lt;br /&gt;
| Each person is part of a greater whole. People should work to play their part and help the group. ||style=&amp;quot;text-align: center;&amp;quot;data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]] || '''[[#Work drive|Work drive:]]''' Tripled || Visage mask: Relaxed || '''[[#Marriage name|Marriage name:]]''' Keep names || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Darkness&amp;quot;&lt;br /&gt;
! '''Darkness'''&amp;lt;br/&amp;gt;[[File:Darkness.png|64px]]&lt;br /&gt;
| Bright light burns and destroys! Darkness nourishes and creates. People ought to live in darkness. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || [[#Blindsight|Blindsight]] || '''[[#Lighting|Lighting:]]''' Darklight preferred&amp;lt;br/&amp;gt;'''[[#Combat in darkness|Combat in darkness:]]''' Preferred || - || - || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Female supremacy&amp;quot;&lt;br /&gt;
! '''Female supremacy'''&amp;lt;br/&amp;gt;[[File:Female supremacy.png|64px]]&lt;br /&gt;
| Women are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Male supremacy|Male supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misandrist]] || [[Misogynist]] || -&lt;br /&gt;
|- id=&amp;quot;Flesh purity&amp;quot;&lt;br /&gt;
! '''Flesh purity'''&amp;lt;br/&amp;gt;[[File:Flesh purity.png|64px]]&lt;br /&gt;
| The human body should not be debased. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#High life|High life]]&amp;lt;br/&amp;gt;[[#Transhumanist|Transhumanist]] || '''[[#Drug use|Drug use:]]''' Prohibited&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Abhorrent&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible || - || '''[[#Body modification|Body modification:]]''' Approved&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free and approved || [[Ideoligion#Medical specialist|Medical specialist]] || - || Symbol burning || - || - || - || [[Body purist]]&amp;lt;br/&amp;gt;[[Nudist]] || [[Body modder]] || -&lt;br /&gt;
|- id=&amp;quot;Guilty&amp;quot;&lt;br /&gt;
! '''Guilty'''&amp;lt;br/&amp;gt;[[File:Guilty.png|64px]]&lt;br /&gt;
| Our people carry guilt from ages past. Others are more worthy. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]] || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Charity|Charity:]]''' Essential, Important, or Worthwhile || - || '''[[#Apostasy|Apostasy:]]''' Abhorrent, Horrible, and Guilty&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || [[Torture crown]] || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;High life&amp;quot;&lt;br /&gt;
! '''High life'''&amp;lt;br/&amp;gt;[[File:High life.png|64px]]&lt;br /&gt;
| Exotic states of mind are central to a good life. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Drug use|Drug use:]]''' Essential || Flophat: Relaxed || '''[[#Drug use|Drug use:]]''' Prohibited, Medical only, or Medical/social only || [[Ideoligion#Plants specialist|Plants specialist]] || Smokeleaf circle || Smokeleaf circle || [[Autobong]]&amp;lt;br/&amp;gt;[[Mindbend carpet]] || - || - || [[Chemical interest]]&amp;lt;br/&amp;gt;[[Chemical fascination]] || - || -&lt;br /&gt;
|- id=&amp;quot;Human primacy&amp;quot;&lt;br /&gt;
! '''Human primacy'''&amp;lt;br/&amp;gt;[[File:Human primacy.png|64px]]&lt;br /&gt;
| Humans are the moral center of the universe. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Nature primacy|Nature primacy]] || '''[[#Bonding|Bonding:]]''' Disapproved || - || '''[[#Slaughtering animals|Slaughtering animals:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Killing innocent animals|Killing innocent animals:]]''' Abhorrent, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Mining|Mining:]]''' Prohibited, Horrible, and Disapproved&amp;lt;br/&amp;gt;'''[[#Cutting trees|Cutting trees:]]''' Prohibited, Horrible, and Disapproved || [[Ideoligion#Production specialist|Production specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Individualist&amp;quot;&lt;br /&gt;
! '''Individualist'''&amp;lt;br/&amp;gt;[[File:Individualist.png|64px]]&lt;br /&gt;
| Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]] || - || - || '''[[#Slavery|Slavery:]]''' Honorable || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Loyalist&amp;quot;&lt;br /&gt;
! '''Loyalist'''&amp;lt;br/&amp;gt;[[File:Loyalist.png|64px]]&lt;br /&gt;
| We stand for our own before others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || - || - || - || - || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Male supremacy&amp;quot;&lt;br /&gt;
! '''Male supremacy'''&amp;lt;br/&amp;gt;[[File:Male supremacy.png|64px]]&lt;br /&gt;
| Men are the superior gender and should rule. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Female supremacy|Female supremacy]] || - || Burka: Relaxed&amp;lt;br/&amp;gt;Veil: Strong || - || - || - || - || - || - || - || [[Misogynist]] || [[Misandrist]] || -&lt;br /&gt;
|- id=&amp;quot;Nature primacy&amp;quot;&lt;br /&gt;
! '''Nature primacy'''&amp;lt;br/&amp;gt;[[File:Nature primacy.png|64px]]&lt;br /&gt;
| Man is a stain on nature's perfection. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Human primacy|Human primacy]] || - || - || - || [[Ideoligion#Plants specialist|Plants specialist]] || || - || - || - || - || - || - || Animalist&lt;br /&gt;
|- id=&amp;quot;Nudism&amp;quot;&lt;br /&gt;
! '''Nudism'''&amp;lt;br/&amp;gt;[[File:Nudism.png|64px]]&lt;br /&gt;
| Clothing binds, controls, and suffocates us. We should all hang free. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Male clothing|Male clothing:]]''' Fully nude or Pants at most&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' Fully nude or Pants at most || - || - || - || - || Symbol burning || - || - || - || [[Nudist]] || - || -&lt;br /&gt;
|- id=&amp;quot;Pain is virtue&amp;quot;&lt;br /&gt;
! '''Pain is virtue'''&amp;lt;br/&amp;gt;[[File:Pain is virtue.png|64px]]&lt;br /&gt;
| Virtue is shown through suffering of self and others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Pain|Pain:]]''' Idealized&amp;lt;br/&amp;gt;'''[[#Comfort|Comfort:]]''' Ignored&amp;lt;br/&amp;gt;'''[[#Slab bed|Slab bed:]]''' Preferred || - || '''[[#Charity|Charity:]]''' Essential, Important, and Worthwhile&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Always abhorrent and Always horrible&amp;lt;br/&amp;gt;'''[[#Scarification|Scarification:]]''' Horrible&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || - || Scarification || Symbol burning || [[Slab bed]]&amp;lt;br/&amp;gt;[[Slab double bed]] || [[Torture crown]] || - || [[Ascetic]]&amp;lt;br/&amp;gt;[[Tortured artist]]&amp;lt;br/&amp;gt;[[Masochist]] || [[Wimp]]&amp;lt;br/&amp;gt;[[Gourmand]] || Morbid&lt;br /&gt;
|- id=&amp;quot;Proselytizer&amp;quot;&lt;br /&gt;
! '''Proselytizer'''&amp;lt;br/&amp;gt;[[File:Proselytizer.png|64px]]&lt;br /&gt;
| It is our duty to spread our beliefs. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Proselytizing|Proselytizing:]]''' Occasional, Sometimes, or Frequent || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Raider&amp;quot;&lt;br /&gt;
! '''Raider'''&amp;lt;br/&amp;gt;[[File:Raider.png|64px]]&lt;br /&gt;
| The strong should take from the weak. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Raiding|Raiding:]]''' Respected or Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Horrible if innocent, Don't care, Respected if guilty, or Required || - || '''[[#Skullspike|Skullspike:]]''' Disapproved&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Abhorrent, Horrible, and Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]]|| - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Rancher&amp;quot;&lt;br /&gt;
! '''Rancher'''&amp;lt;br/&amp;gt;[[File:Rancher.png|64px]]&lt;br /&gt;
| Raising animals is the right way; raising plants to eat is not. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Animal personhood|Animal personhood]] || '''[[#Ranching|Ranching:]]''' Central&amp;lt;br/&amp;gt;'''[[#Meat eating|Meat eating:]]''' Mildly required, Seriously required, or Strictly required || - || - || [[Ideoligion#Animals specialist|Animals specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Supremacist&amp;quot;&lt;br /&gt;
! '''Supremacist'''&amp;lt;br/&amp;gt;[[File:Supremacist.png|64px]]&lt;br /&gt;
| Our people should dominate all others. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=1|[[File:Low meme impact.png|32x32px]] Low || [[#Individualist|Individualist]]&amp;lt;br/&amp;gt;[[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''[[#Slavery|Slavery:]]''' Acceptable or Honorable&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Required, Respected if guilty, or Don't care || - || '''[[#Charity|Charity:]]''' Essential, Important and Worthwhile&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Disapproved || [[Ideoligion#Shooting specialist|Shooting specialist]]&amp;lt;br/&amp;gt;[[Ideoligion#Melee specialist|Melee specialist]] || - || Symbol burning || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Transhumanist&amp;quot;&lt;br /&gt;
! '''Transhumanist'''&amp;lt;br/&amp;gt;[[File:Transhumanist.png|64px]]&lt;br /&gt;
| Human progress means merging with technology. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || [[#Flesh purity|Flesh purity]] || '''[[#Sleep accelerator|Sleep accelerator:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Neural supercharge|Neural supercharge:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Biosculpting|Biosculpting:]]''' Accelerated&amp;lt;br/&amp;gt;'''[[#Age reversal|Age reversal:]]''' Demanded&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Body modification|Body modification:]]''' Approved || Slicecap: Relaxed || '''[[#Body modification|Body modification:]]''' Abhorrent or Disapproved || [[Ideoligion#Research specialist|Research specialist]] || - || - || [[Hex carpet]]&amp;lt;br/&amp;gt;[[Hex tile]]&amp;lt;br/&amp;gt;[[Neural supercharger]]&amp;lt;br/&amp;gt;[[Sleep accelerator]] || - || - || [[Body modder]] || [[Body purist]] || Techist&lt;br /&gt;
|- id=&amp;quot;Tree connection&amp;quot;&lt;br /&gt;
! '''Tree connection'''&amp;lt;br/&amp;gt;[[File:Tree connection.png|64px]]&lt;br /&gt;
| Trees are the essence of life, and we must be near them. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Trees|Trees:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Rough living|Rough living:]]''' Welcomed&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt;'''[[#Gauranlen connection|Gauranlen connection:]]''' Strong&lt;br /&gt;
|| - || - || [[Ideoligion#Plants specialist|Plants specialist]] || - || - || - || - || [[Research#Tree sowing|Tree sowing]] || - || - || -&lt;br /&gt;
|- id=&amp;quot;Tunneler&amp;quot;&lt;br /&gt;
! '''Tunneler'''&amp;lt;br/&amp;gt;[[File:Tunneler.png|64px]]&lt;br /&gt;
| Humans ought to live underground, and enjoy the succulent fruit of the depths. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High || - || '''[[#Fungus|Fungus:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Insect meat|Insect meat:]]''' Loved&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Mining yield|Mining yield:]]''' High || - || '''[[#Mining|Mining:]]''' Prohibited, Horrible, or Disapproved || [[Ideoligion#Mining specialist|Mining specialist]] || - || - || [[Fungal gravel]] || - || [[Research#Stonecutting|Stonecutting]] || [[Undergrounder]] || - || -&lt;br /&gt;
|- id=&amp;quot;Bloodfeeding&amp;quot;&lt;br /&gt;
! '''Bloodfeeding'''&amp;lt;br/&amp;gt;{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeding.png|64px]]&lt;br /&gt;
| Drinking blood is sacred. Bloodfeeders should be worshipped. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Bloodfeeders|Bloodfeeders:]]''' Revered&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable or Preferred&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Don't care, Respected if guilty, or Required || - || - || - || - || - || - || - || [[Research#Electricity|Electricity]]&amp;lt;br/&amp;gt;[[Research#Deathrest|Deathrest]] || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Ritualist&amp;quot;&lt;br /&gt;
! '''Ritualist'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Ritualist.png|64px]]&lt;br /&gt;
| There is a greater energy in the universe. Through ritual we can understand it and harness its power. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=2|[[File:Medium meme impact.png|32x32px]] Medium || - || '''[[#Psychic rituals|Psychic rituals:]]''' Exalted&amp;lt;br/&amp;gt;'''[[#Void study|Void study:]]''' Very efficient&amp;lt;br/&amp;gt;'''[[#Research|Research:]]''' Slow, Very Slow or Extremely Slow || - || - || - || - || - || - || - || - || - || - || Morbid&lt;br /&gt;
|- id=&amp;quot;Inhuman&amp;quot;&lt;br /&gt;
! '''Inhuman'''&amp;lt;br/&amp;gt;{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhuman.png|64px]]&lt;br /&gt;
| Humanity is a barrier to our connection with the machine god and its pleasurable rewards. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:High meme impact.png|32x32px]] High|| - || '''[[#Inhumanizing|Inhumanizing:]]''' Required&amp;lt;br/&amp;gt;'''[[#Execution|Execution:]]''' Respected if guilty&amp;lt;br/&amp;gt;'''[[#Cannibalism|Cannibalism:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Corpses|Corpses:]]''' Don't care&amp;lt;br/&amp;gt;'''[[#Eating nutrient paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Skullspike|Skullspike:]]''' Desired&amp;lt;br/&amp;gt;'''[[#Slavery|Slavery:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Physical love|Physical love:]]''' Free&amp;lt;br/&amp;gt;'''[[#Male clothing|Male clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Female clothing|Female clothing:]]''' No rules&amp;lt;br/&amp;gt;'''[[#Organ use|Organ use:]]''' Acceptable&amp;lt;br/&amp;gt;'''[[#Diversity of thought|Diversity of thought:]]''' Neutral, Mild bigotry, Moderate bigotry or Intense bigotry || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|- id=&amp;quot;Shipborn&amp;quot;&lt;br /&gt;
! '''Shipborn'''&amp;lt;br/&amp;gt;{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Shipborn.png|64px]]&lt;br /&gt;
| Humans were destined to live among the stars. ||style=&amp;quot;text-align: center;&amp;quot; data-sort-value=3|[[File:Medium meme impact.png|32x32px]] Medium|| - || '''[[#Space_Habitat|Space habitat:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Indoors|Indoors:]]''' Preferred&amp;lt;br/&amp;gt;'''[[#Eating_Nutrient_Paste|Eating nutrient paste:]]''' Don't mind&amp;lt;br/&amp;gt;'''[[#Temperature|Temperature:]]''' Tough&amp;lt;br/&amp;gt; || - || - || - || - || - || - || - || - || - || [[Undergrounder|Undergrounder]] || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Faction Customization ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Meme !! Civil outlander !! Rough outlander !! Gentle tribe !! Fierce tribe !! Savage tribe !! Cannibal tribe{{IdeologyIcon}} !! Nudist tribe{{IdeologyIcon}} !! Pirate gang !! Pirate cannibal gang{{IdeologyIcon}} !! Shattered Empire{{RoyaltyIcon}} !! Ancient faction*** !! Outlander refugee group{{RoyaltyIcon}} !! Beggars &amp;amp; Pilgrims{{IdeologyIcon}} !! Yttakin pirates{{BiotechIcon}} !! Waster pirates{{BiotechIcon}} !! Sanguophages{{BiotechIcon}} !! Horax cult{{AnomalyIcon}}&lt;br /&gt;
|-&lt;br /&gt;
| Supremacist || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Loyalist || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Guilty || {{Cross}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Individualist || {{Check}}** || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}}* || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Collectivist || {{Check}}** || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Transhumanist || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Flesh purity || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Raider || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || '''Required''' || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Proselytizer || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| High life || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nature primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Human primacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || '''Required''' || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Female supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Male supremacy || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Animal personhood || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || '''Required''' || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Rancher || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Pain is virtue || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Darkness || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tunneler || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Tree connection || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Nudism || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Blindsight || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Cannibal || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || '''Required''' || {{Check}} || {{Cross}} || '''Required''' || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Bloodfeeding{{BiotechIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || '''Required'''  || {{Cross}}&lt;br /&gt;
|-&lt;br /&gt;
| Ritualist{{AnomalyIcon}} || {{Cross}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Check}} || {{Check}} || {{Cross}} || {{Cross}} || {{Check}}  || '''Required'''&lt;br /&gt;
|-&lt;br /&gt;
| Inhuman{{AnomalyIcon}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}} || {{Cross}}  || '''Required'''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;* Appears on faction's options but conflicts with required meme&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;** Since only two memes available, one of Individualist OR Collectivist must be chosen&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;nowiki/&amp;gt;*** Only restricts what memes can be auto-generated and loaded from saved ideoligions, can otherwise lack or possess any memes&lt;br /&gt;
&lt;br /&gt;
=== Natural goodwill with other factions ===&lt;br /&gt;
Additionally, Supremacist and Raider have {{Bad|-50}} with everyone, Loyalist {{Bad|-10}} with everyone, and Guilty {{Good|+10}} with everyone. There is a {{Good|+10}} bonus for having the same ideoligion.&lt;br /&gt;
&lt;br /&gt;
Modifiers stack, but each pair only applies once; for example Flesh purity + Cannibal vs Flesh purity + Cannibal give {{Good|+10}} for Flesh purity/Flesh purity, {{Good|+10}} for Cannibal/Cannibal, and {{Good|+10}} for Flesh purity/Cannibal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! !! Individualist !! Collectivist !! Transhumanist !! Flesh purity !! Proselytizer !! High life !! Nature primacy !! Human primacy !! Female supremacy !! Male supremacy !! Animal personhood !! Rancher !! Pain is virtue !! Nudism !! Cannibal&lt;br /&gt;
|-&lt;br /&gt;
! Individualist&lt;br /&gt;
| style=&amp;quot;background-color:#d5d9db; color:forestgreen;&amp;quot;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:firebrick;|'''-10''' || || || || style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || || || style=&amp;quot;color:firebrick;|'''-10'''&lt;br /&gt;
|-&lt;br /&gt;
! Collectivist&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Transhumanist&lt;br /&gt;
| || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-20''' || || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Flesh purity&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Proselytizer&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! High life&lt;br /&gt;
| || || || style=&amp;quot;color:firebrick;|'''-30''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Nature primacy&lt;br /&gt;
| || || style=&amp;quot;color:firebrick;|'''-20''' || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-30''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Human primacy&lt;br /&gt;
| || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:forestgreen;|'''+10''' || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || style=&amp;quot;color:firebrick;|'''-10''' || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Female supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-30''' || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Male supremacy&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Animal personhood&lt;br /&gt;
| || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || style=&amp;quot;color:firebrick;|'''-10''' || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Rancher&lt;br /&gt;
| || || || || || || style=&amp;quot;color:firebrick;|'''-30''' || || || || style=&amp;quot;color:firebrick;|'''-10''' ||style=&amp;quot;background-color:#d5d9db&amp;quot; | || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Pain is virtue&lt;br /&gt;
| || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} || || style=&amp;quot;color:forestgreen;|'''+10'''&lt;br /&gt;
|-&lt;br /&gt;
! Nudism&lt;br /&gt;
| || || || || || || || || || || || || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}} ||&lt;br /&gt;
|-&lt;br /&gt;
! Cannibal&lt;br /&gt;
| style=&amp;quot;color:firebrick;|'''-10''' || || || style=&amp;quot;color:forestgreen;|'''+10''' || || || || || || || || || style=&amp;quot;color:forestgreen;|'''+10''' || || style=&amp;quot;background-color:#d5d9db&amp;quot; |{{Good|+10}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Precepts ==&lt;br /&gt;
{{Recode|reason=Convert mood descriptions to [[Template: Thought]]. {{Error|DO NOT}} convert without adequate detail to fully utilize the template, including max stack count, duration etc.}}&lt;br /&gt;
Associated precepts have a chance to appear if a meme is present, but can still be removed if not required.&lt;br /&gt;
&lt;br /&gt;
Some precepts are available to all ideologies, some require at least one of the enabling memes, and some may be unavailable if certain memes are present.&lt;br /&gt;
&lt;br /&gt;
=== Present in every ideoligion ===&lt;br /&gt;
There are 19 issues (precept categories) that are present in every ideoligion and may not be removed. However, their level may be changed. They include &amp;quot;basic&amp;quot; precepts from the base game, used in &amp;quot;Play Classic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blindness&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Blindness&amp;lt;br/&amp;gt;[[File:Blindness.png|64px]]&lt;br /&gt;
| Horrible || Blinding people for ideoligious reasons is horrible. || Not [[#Blindsight|Blindsight]] || || Colonists gain Mood: Someone got blinded: -2 unless they have the Psychopath or Bloodlust traits&lt;br /&gt;
|-&lt;br /&gt;
| Respected || To be blind is a moral thing worthy of respect. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Colonists gain Moods: Blind (+5), Vision Blocked (+2), or Was Blinded (+3). They also gain a +10 Opinion bonus towards blind pawns, or a -2 Opinion malus to sighted pawns.&lt;br /&gt;
|-&lt;br /&gt;
| Elevated || The blind stand pure above the sighted. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Respected, but Blind increases to +10 and Was Blinded to +5. Half-Blind (+1) and Not Blind (-3) are added. Opinion bonus towards blind pawns increases to +35 and malus towards sighted pawns increases to -10. Opinion bonus towards half-blind pawns is added (+10).&lt;br /&gt;
|-&lt;br /&gt;
| Sublime || Only the blind can be truly noble, for the sighted find their minds clouded by physical vision. || [[#Blindsight|Blindsight]] || [[#Blindsight|Blindsight]] || Moods as Elevated, but Blind increases to +15, Was Blinded to +6. Half-Blind drops to -1, and Not Blind to -6. Opinion bonus towards blind pawns increases to +50 and malus towards sighted pawns increases to -30.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Cannibalism&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Cannibalism&amp;lt;br/&amp;gt;[[File:Cannibalism.png|64px]]&lt;br /&gt;
| Abhorrent || Eating human flesh is a deeply abhorrent and disgusting act. || || || {{Thought|value=-20|stack=1|label=ate human meat|desc=I had to eat human meat. This is an offense against everything I believe.|duration=1}}&amp;lt;br/&amp;gt;-12 mood for butchering a human&amp;lt;br/&amp;gt;-5 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-20 opinion for butchering a human&amp;lt;br/&amp;gt;-10 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -4, -6, -8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating human flesh is a horrible thing to do. || || || {{Thought|value=-12|stack=1|label=ate human meat|desc=I had to eat human meat. This was a horrible thing.|duration=1}}&amp;lt;br/&amp;gt;-6 mood for butchering a human&amp;lt;br/&amp;gt;-3 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-10 opinion for butchering a human&amp;lt;br/&amp;gt;-5 opinion for eating human meat&amp;lt;br/&amp;gt;-2, -3, -5, -6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating human flesh is an ugly thing to do. || || [[#Pain is virtue|Pain is virtue]] || {{Thought|value=-5|stack=1|label=ate human meat|desc=I had to eat human meat. I believe such actions are wrong.|duration=1}}&amp;lt;br/&amp;gt;-3 mood for butchering a human&amp;lt;br/&amp;gt;-1 mood for a human butchered in the colony&amp;lt;br/&amp;gt;-5 opinion for butchering a human&amp;lt;br/&amp;gt;-3 opinion for eating human meat&amp;lt;br/&amp;gt;-1, -2, -3, -4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Human meat is just meat, like any other. || || [[#Pain is virtue|Pain is virtue]] ||'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || To consume human meat is a noble and necessary part of life. || || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;{{Thought|value=+2|stack=1|label=ate human meat|desc=I ate human meat. It makes me feel noble and strong.|duration=1}}&amp;lt;br/&amp;gt;-2 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+1, +2, +3, +4 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (strong) || Consuming human flesh is important. It should be in every meal. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-2 mood for eating food without human meat&amp;lt;br/&amp;gt;-3 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+4|stack=1|label=ate human meat|desc=I ate human meat, as every real human should.|duration=1}}&amp;lt;br/&amp;gt;-4 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +3, +5, +6 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
|-&lt;br /&gt;
| Required (ravenous) || Man-flesh is morality. To eat a meal without it is unthinkable. || [[#Cannibal|Cannibal]] || [[#Cannibal|Cannibal]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;br/&amp;gt;-4 mood for eating food without human meat&amp;lt;br/&amp;gt;-5 opinion for eating food without human meat&amp;lt;br/&amp;gt;{{Thought|value=+6|stack=1|label=ate human meat|desc=I ate human meat! The world is right, and I am as I should be.|duration=1}}&amp;lt;br/&amp;gt;-8 mood for not eating human meat for ? days&amp;lt;br/&amp;gt;+2, +4, +6, +8 mood for 1, 2, 3, 4 human leather clothing&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Corpses&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Corpses&amp;lt;br/&amp;gt;[[File:Precept corpses.png|64px]]&lt;br /&gt;
| Ugly || The sight of a dead person is horrible. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}} upon seeing a [[human]] [[corpse]]. Note that this thought is nullified by the [[Bloodlust]], [[Psychopath]], and [[Cannibal (Trait)|Cannibal]] traits, as well as pro-[[#Cannibalism|Cannibalism]] precepts.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || The sight of a dead person is nothing to be concerned about. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Cannibal|Cannibal]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a dead body laying on the ground. It was disturbing.|label=observed corpse|value=-4|stack=3|multi=0.5|duration=0.5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Nullifies {{Thought|desc=I saw a rotting corpse laying on the ground. It was disturbing.|label=observed rotting corpse|value=-6|stack=5|multi=0.5|duration=0.5}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Diversity of thought&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Diversity of thought&amp;lt;br/&amp;gt;[[File:IdeoDiversity.png|64px]]&lt;br /&gt;
| Intense bigotry || Other beliefs are evil deceptions ruining the world. It's totally unacceptable to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -3, -6, or -9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+3 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-25 opinion for different ideology&amp;lt;br/&amp;gt;-5 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-4 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+5 mood for matching style surroundings&amp;lt;br/&amp;gt;-4 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-6 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Moderate bigotry || Other beliefs are immoral delusions which do real harm. It's bad to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -2, -4, or -6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+2 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-15 opinion for different ideology&amp;lt;br/&amp;gt;-4 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-2 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+4 mood for matching style surroundings&amp;lt;br/&amp;gt;-3 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-4 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Mild bigotry || Other beliefs are clearly folly. It's not good to let them exist in the community. || || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || -1, -2, or -3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;+1 for having all colonists of the same ideology&amp;lt;br/&amp;gt;-5 opinion for different ideology&amp;lt;br/&amp;gt;-3 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;-1 mood for having another ideoligion's altar in the same room as own ideoligion's&amp;lt;br/&amp;gt;+3 mood for matching style surroundings&amp;lt;br/&amp;gt;-2 mood for mismatching style surroundings&amp;lt;br/&amp;gt;-3 mood for participating in another ideoligion's ritual&lt;br /&gt;
|-&lt;br /&gt;
| Neutral || Other beliefs are neither approved or disapproved. || || || -2 mood for having a leader of a different ideoligion&amp;lt;br/&amp;gt;+2 mood for matching style surroundings&amp;lt;br/&amp;gt;0 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Appreciated || Other beliefs are worth understanding. It's good to live with others who think differently. || || [[#Individualist|Individualist]] || +1, +2, or +3 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+2 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Highly appreciated || Other beliefs hold unique knowledge. It's great to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +2, +4, or +6 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+3 mood for mismatching style surroundings&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Working through disagreement is the height of morality. It's very moral to live with others who think differently. || [[#Individualist|Individualist]] || [[#Individualist|Individualist]] || +3, +6, or +9 mood for having other ideologies in the colony&amp;lt;br/&amp;gt;0 mood for matching style surroundings&amp;lt;br/&amp;gt;+4 mood for mismatching style surroundings&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eating nutrient paste&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Eating Nutrient Paste&amp;lt;br/&amp;gt;[[File:EatingNutrientPaste.png|64px]]&lt;br /&gt;
| Disgusting || Nutrient paste is disgusting. || || || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Experiences default {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|duration=1}} Note that this thought is nullified by the [[ascetic]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Don't mind || There's nothing wrong with a meal of efficient, healthy nutrient paste. || [[#Transhumanist|Transhumanist]]&amp;lt;br/&amp;gt;[[#Inhuman|Inhuman]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Prevents {{Thought|desc=I had to eat a disgusting, tasteless meal. I know it keeps you alive, but nobody wants to swallow that glop.|label=ate nutrient paste meal|value=-4|stack=1|}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Execution&amp;quot;&lt;br /&gt;
! rowspan=6 | Execution&amp;lt;br/&amp;gt;[[File:Execution.png|64px]]&lt;br /&gt;
| Always abhorrent || Executing a prisoner is an abhorrent evil under any circumstances. || Not [[#Pain is virtue|pain is virtue]] || [[#Individualist|Individualist]] || Pawns will not execute prisoners&amp;lt;br/&amp;gt;-20 mood for 6 days for killing a prisoner&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a colonist&amp;lt;br/&amp;gt;-3/-4/-6/-7/-7 mood for 6 days for guilty execution/euthanasia/execution/organ harvest/ripscanning kill on a prisoner or guest&amp;lt;br/&amp;gt;-7 mood for 6 days for non-execution prisoner death&amp;lt;br/&amp;gt;-25 opinion for executing a prisoner&amp;lt;br/&amp;gt;-25 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Always horrible || Executing a prisoner is a horrible thing under any circumstances. || Not [[#Pain is virtue|pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Cannibal|cannibal]] || [[#Individualist|Individualist]] || -15 mood for 6 days for killing or executing a prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-15 opinion for executing a prisoner&amp;lt;br/&amp;gt;-15 opinion for killing a prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible if innocent || Executing an innocent prisoner is a horrible thing. If the prisoner is guilty, it's acceptable. || Not [[#Cannibal|cannibal]] || || -15 mood for 6 days for killing or executing an innocent prisoner&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a colonist&amp;lt;br/&amp;gt;-2/-3/-5/-6 mood for 6 days for guilty execution/euthanasia/execution/organ harvest kill on a prisoner or guest&amp;lt;br/&amp;gt;-5 mood for 6 days for non-execution guilty prisoner death&amp;lt;br/&amp;gt;-30 opinion for executing an innocent prisoner&amp;lt;br/&amp;gt;-15 opinion for killing an innocent prisoner{{Check Tag|Moods need verification}}&lt;br /&gt;
|-&lt;br /&gt;
| Don't care || Executing prisoners is acceptable, whether they are guilty or innocent. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Respected if guilty || Executing prisoners is acceptable. If the prisoner is guilty, it is cause for great happiness. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || +10 mood for 6 days for executing a guilty prisoner&amp;lt;br/&amp;gt;+3 mood for 6 days for a guilty prisoner executed&amp;lt;br/&amp;gt;+20 opinion for executing a guilty prisoner&lt;br /&gt;
|-&lt;br /&gt;
| Required || Prisoners must be executed on a regular basis. When they are, it is a happy occasion. || || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || +10 mood for 6 days for executing a prisoner&amp;lt;br/&amp;gt;+10 mood for killing a prisoner&amp;lt;br/&amp;gt;+3 mood for 2 days for prisoner or guest executed&amp;lt;br/&amp;gt;-3 mood for no executions for 30 days&amp;lt;br/&amp;gt;+15 opinion for executing a prisoner&amp;lt;br/&amp;gt;+15 opinion for killing a prisoner&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fungus&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Fungus&amp;lt;br/&amp;gt;[[File:Fungus.png|64px]]&lt;br /&gt;
| Despised || That dark-grown fungus food is just disgusting || Not [[#Tunneler|Tunneler]] || || Ate [[raw fungus|fungus]] raw: -6&amp;lt;br/&amp;gt;Ate fungus cooked: -3&lt;br /&gt;
|-&lt;br /&gt;
| Preferred || Fungus is the right crop to eat. Crops of the light are poisoned by the air and sun. || [[#Tunneler|Tunneler]] || [[#Tunneler|Tunneler]] || Ate [[raw fungus|fungus]]: +3&amp;lt;br/&amp;gt;Ate cooked fungus: +3&amp;lt;br/&amp;gt;Ate non-fungus plant raw: -5&amp;lt;br/&amp;gt;Ate non-fungus plant cooked: -3&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Insect meat&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Insect Meat&amp;lt;br/&amp;gt;[[File:InsectMeat.png|64px]]&lt;br /&gt;
| Despised || Insect meat is disgusting to even look at, much less eat. Slimy! || || || -6 mood for eating insect meat&amp;lt;br/&amp;gt;-3 mood for eating cooked insect meat&lt;br /&gt;
|-&lt;br /&gt;
| Loved || There is nothing more divine than the succulent, slimy flesh of an insect || || [[#Tunneler|Tunneler]] || Gives a +6 moodlet when pawns eat meals with insect meat as an ingredient, duration 1 day.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Marriage name&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;6&amp;quot; | Marriage Name&amp;lt;br/&amp;gt;[[File:MarriageName.png|64px]]&lt;br /&gt;
| Always Man's || Couples must share the man's name. || || [[#Male Supremacy|Male supremacy]] || Couples always take man's name&lt;br /&gt;
|-&lt;br /&gt;
| Usually Man's || Most couples share the man's name || || || As random, but 95% to not consider taking woman's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Random || Couples randomly choose whether to share a name, and which name to share. || || || Couples randomly select between taking man's, woman's, or keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Keep Names || Both partners keep their names upon marriage. || Not [[#Collectivist|Collectivist]] || || Couples always keep their names&lt;br /&gt;
|-&lt;br /&gt;
| Usually Woman's || Most couples share the woman's name || || || As random, but 95% to not consider taking man's name and 75% to not consider keeping names&lt;br /&gt;
|-&lt;br /&gt;
| Always Woman's || Couples must share the woman's name. || || [[#Female supremacy|Female supremacy]] || Couples always take woman's name&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Female clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Female Clothing&amp;lt;br/&amp;gt;[[File:Nudity Female.png|64px]]&lt;br /&gt;
| Fully nude || Women must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Male supremacy|Male supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Women should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A woman may display or cover any part of her body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Women must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Women must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Women must cover their entire body and hair. The face may be covered, or not. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Women must cover their entire body, including their hair and face. || || [[#Male supremacy|Male supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Male clothing&amp;quot;&lt;br /&gt;
! rowspan=7 | Male Clothing&amp;lt;br/&amp;gt;[[File:Nudity Male.png|64px]]&lt;br /&gt;
| Fully nude || Men must be entirely nude at all times. Utility items like shields belts or jump packs are acceptable. || || [[#Female supremacy|Female supremacy]]&amp;lt;br/&amp;gt;[[#Nudism|Nudism]] || -4 mood when wearing any clothing and for 0.5 days after removing it&amp;lt;br/&amp;gt;-5 opinion for wearing clothes&lt;br /&gt;
|-&lt;br /&gt;
| Pants at most || Men should cover their groin, but may not cover anything else. Utility items like shields belts or jump packs are acceptable. || || [[#Nudism|Nudism]] || -4 mood when wearing any clothing except pants and for 0.5 days after removing it&amp;lt;br/&amp;gt;-4 mood for not covering groin&amp;lt;br/&amp;gt;-5 opinion for wearing clothes other than pants&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| No rules || A man may display or cover any part of his body. || || [[#Individualist|Individualist]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Pants || Men must cover their groin. The rest of the body may be covered, or not. || || || -4 mood for not covering groin&amp;lt;br/&amp;gt;-10 opinion for uncovered groin&lt;br /&gt;
|-&lt;br /&gt;
| Pants and shirt || Men must cover their groin and chest. The rest of the body may be covered, or not. || || || -4 mood for not covering groin or chest&amp;lt;br/&amp;gt;-10 opinion for uncovered groin or chest&lt;br /&gt;
|-&lt;br /&gt;
| Pants, shirt, and hat || Men must cover their entire body and hair. The face may be covered, or not. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, or hair&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, or hair&lt;br /&gt;
|-&lt;br /&gt;
| Fully covered || Men must cover their entire body, including their hair and face. || || [[#Female supremacy|Female supremacy]] || -4 mood for not covering groin, chest, hair, or face&amp;lt;br/&amp;gt;-10 opinion for uncovered groin, chest, hair, or face&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Organ use&amp;quot;&lt;br /&gt;
! rowspan=4 | Organ use&amp;lt;br/&amp;gt;[[File:OrganUse.png|64px]]&lt;br /&gt;
| Totally abhorrent || Any harvesting, trading, or installing natural organs is an abhorrent evil. || || Flesh purity || -30 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-10 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-30 mood for trading an organ&amp;lt;br/&amp;gt;-5 mood for organ traded in the colony&amp;lt;br/&amp;gt;-30 mood for installing an organ&amp;lt;br/&amp;gt;-4 mood for organ installed in the colony&amp;lt;br/&amp;gt;-30 opinion for harvesting an organ&amp;lt;br/&amp;gt;-30 opinion for trading an organ&amp;lt;br/&amp;gt;-15 opinion for installing an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest or sell || Harvesting organs is a horrible thing. Selling any natural organ is pretty bad too. However, it's okay to buy and install them. || || Flesh purity || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-8 mood for selling an organ&amp;lt;br/&amp;gt;-2 mood for organ sold in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&amp;lt;br/&amp;gt;-10 opinion for selling an organ&lt;br /&gt;
|-&lt;br /&gt;
| No harvest || Harvesting organs is a horrible thing. However, it's okay to buy, install, or sell them. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist || -15 mood for harvesting someone's organ&amp;lt;br/&amp;gt;-5 mood for organ harvested in the colony&amp;lt;br/&amp;gt;-20 opinion for harvesting an organ&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || It's okay to harvest, buy, install, or sell organs. || || Cannibal&amp;lt;br/&amp;gt;Raider&amp;lt;br/&amp;gt;Collectivist ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Physical love&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot; | Physical Love&amp;lt;br/&amp;gt;[[File:PhysicalLove.png|64px]]&lt;br /&gt;
| Free || Physical intimacy is a natural part of life, with any partner, married or not. || || Individualist&lt;br /&gt;
|-&lt;br /&gt;
| Prohibited || The physical act of lust is always vile, disgusting, and wrong. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin'&amp;lt;br/&amp;gt;-20 opinion for lovin'&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || The physical act of lust is vile, though within marriage it is necessary. || || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (strict) || To make love with another outside of marriage is deeply immoral. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-30 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-20 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (moderate) || To make love with another outside of marriage is wrong. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-15 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-10 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Spouse only (mild) || Though it's understandable to make love with another outside of marriage, it's not a good thing. || || || Pawns will not share beds with non-spouses&amp;lt;br/&amp;gt;-5 mood for 1 day for lovin' with non-spouse&amp;lt;br/&amp;gt;-5 opinion for lovin' with non-spouse&lt;br /&gt;
|-&lt;br /&gt;
| Free and approved || The physical act of love is a noble thing, no matter who does it with whom. || Not [[#Flesh purity|flesh purity]] || [[#Individualist|Individualist]] || +5 opinion for loving'&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Research&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;7&amp;quot;| Research&amp;lt;br/&amp;gt;[[File:Research.png|64px]]&lt;br /&gt;
| Not allowed || To research technology is an immoral act. It is not to be done. || || || '''Prohibition:'''&amp;lt;br/&amp;gt;Pawns are unwilling to research.&lt;br /&gt;
|-&lt;br /&gt;
| Extremely slow || Research isn't a worthwhile activity at all. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very slow || Research work is unworthy of serious respect. Better not to be seen trying hard at it. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.50}}&lt;br /&gt;
|-&lt;br /&gt;
| Slow || Research work just isn't particularly meaningful. Why try hard at it? || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Bad|x0.75}}&lt;br /&gt;
|-&lt;br /&gt;
| Normal || Research is a worthwhile form of work that the community needs. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: '''×1.00'''&lt;br /&gt;
|-&lt;br /&gt;
| Fast || Research is an especially virtuous activity. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.25}}&lt;br /&gt;
|-&lt;br /&gt;
| Very fast || Research is among the most meaningful acts a person can perform. || || || '''Stats:'''&amp;lt;br/&amp;gt;[[Research Speed]]: {{Good|x1.50}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Scarification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot;| Scarification&amp;lt;br/&amp;gt;[[File:Scarification.png|64px]]&lt;br /&gt;
| Extreme || Every person ought to bear the ritual scars - all over. || [[#Pain is virtue|Pain is virtue]] || || +6 mood for getting scarified&amp;lt;br/&amp;gt;+3 mood for having 5 scars&amp;lt;br/&amp;gt;-3 mood for having fewer than 5 scars&amp;lt;br/&amp;gt;+10 opinion for having 5 scars&amp;lt;br/&amp;gt;-5 opinion for having 1-4 scars&amp;lt;br/&amp;gt;-10 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Heavy || Every person ought to bear the ritual scars - many of them. || [[#Pain is virtue|Pain is virtue]] || || +5 mood for getting scarified&amp;lt;br/&amp;gt;+2 mood for having 3 scars&amp;lt;br/&amp;gt;-2 mood for having fewer than 3 scars&amp;lt;br/&amp;gt;+5 opinion for having 3 scars&amp;lt;br/&amp;gt;-3 opinion for having 1-2 scars&amp;lt;br/&amp;gt;-5 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Minor || Every person ought to bear a ritual scar. || [[#Pain is virtue|Pain is virtue]] || || +3 mood for getting scarified&amp;lt;br/&amp;gt;+1 mood for having a scar&amp;lt;br/&amp;gt;-1 mood for having no scars&amp;lt;br/&amp;gt;+3 opinion for having a scar&amp;lt;br/&amp;gt;-3 opinion for having no scars&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Scarifying people for ideoligious reasons is horrible. || Not [[#Pain is virtue|Pain is virtue]] || || -2 mood for scarification ceremony in the colony&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Skullspike&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Skullspike&amp;lt;br/&amp;gt;[[File:Precept skullspike.png|64px]]&lt;br /&gt;
| Desired || A skull on a spike symbolizes our superiority. || || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Raider|Raider]] || Adds a mood increase of {{+|1}} for 1-3 [[Skullspike|skullspikes]], {{+|2}} for 4-8 skullspikes, and {{+|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Putting skulls on spikes is a barbaric practice. || Not [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;Not [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;Not [[#Raider|Raider]] || || Adds a mood malus of {{--|1}} for 1-3 [[Skullspike|skullspikes]], {{--|2}} for 4-8 skullspikes, and {{--|3}} for 9+ skullspikes. Mood effects negated by the [[Masochist]] trait.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slavery&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;5&amp;quot; | Slavery&amp;lt;br/&amp;gt;[[File:Slavery.png|64px]]&lt;br /&gt;
| Abhorrent || Owning or trading human beings is deeply evil. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Prohibitions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not sell pawns into [[slavery]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Pawns will not enslave [[prisoners]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We solve{{sic}} someone into slavery. It was an abhorrent, barbaric act.|label=slave sold|value=-10|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's barbaric.|label=slaves in colony|value=-3}}, per slave. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|20}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Owning or trading human beings is a horrible thing. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. It's wrong.|label=slaves in colony|value=-2}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I'm not sure I can forgive myself.|label=sold slave|value=-10|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I forced someone into slavery. How can I justify that?|label=enslaved prisoner|value=-10|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery. What a horrible thing to do.|label=slave sold|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. What a horrible thing to do to another human.|label=prisoner enslaved|value=-3|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|10}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Slavery is part of life, though it is extremely distasteful. || Not [[#Raider|raider]] || [[#Guilty|Guilty]]&amp;lt;br/&amp;gt;[[#Individualist|Individualist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We're keeping slaves. Even if it's necessary, it's distasteful and I wish we wouldn't.|label=slaves in colony|value=-1}}, per [[slave]]. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold a person into slavery. I hope nothing terrible happens to them.|label=sold slave|value=-5|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I enslaved a person. It's hard to justify such actions.|label=enslaved prisoner|value=-5|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold a person into slavery. We shouldn't have done that.|label=slave sold|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. We shouldn't have done that.|label=prisoner enslaved|value=-2|stack=5|multi=0.75|duration=6}} (Colony wide). Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|5}} opinion for enslaving a pawn&lt;br /&gt;
|-&lt;br /&gt;
| Acceptable || Slavery is a normal, unremarkable part of life. || || || ''No mood or opinion effects for enslaving, buying, or selling slaves.''&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|-&lt;br /&gt;
| Honorable || One who owns and trades slaves should be honored and respected. || Not [[#Guilty|guilty]]&amp;lt;br/&amp;gt;Not [[#Individualist|individualist]] || [[#Supremacist|Supremacist]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We've got slaves. It means we're on the right path.|label=slaves in colony|value=+1}}, per [[slave]]&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without slaves, nobody will respect us.|label=no slaves in colony|value=-2|stack=1}}, if Low [[expectations]] or higher&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sold someone into slavery. It'll make people notice my stature.|label=sold slave|value=+4|stack=1|duration=6}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I took someone into slavery. With no choice, they had to submit to me.|label=enslaved prisoner|value=+4|stack=1|duration=6}} (Only if they weren't previously enslaved)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We sold someone into slavery! A great display of our honor and power.|label=slave sold|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=We enslaved someone. Now they know our honor and power!|label=prisoner enslaved|value=+2|stack=5|multi=0.75|duration=6}} (Colony wide)&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinion:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} for selling a pawn into slavery&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|10}} opinion for enslaving a pawn&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Faction will accept slaves when being traded with.&lt;br /&gt;
|- id=&amp;quot;Women's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Women's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountFemale.png|64px]]&lt;br /&gt;
| One only || Women may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Women may have up to two spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Women may have up to three spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Women may have up to four spouses. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Women may have as many spouses as they like. || || [[#Female Supremacy|Female supremacy]] ||&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Men's spouses&amp;quot;&lt;br /&gt;
! rowspan=5 | Men's spouses&amp;lt;br/&amp;gt;[[File:SpouseCountMale.png|64px]]&lt;br /&gt;
| One only || Men may have one spouse only. || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Two or fewer || Men may have up to two spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Three or fewer || Men may have up to three spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Four or fewer || Men may have up to four spouses. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|-&lt;br /&gt;
| Unlimited || Men may have as many spouses as they like. || || [[#Male Supremacy|Male supremacy]] ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
These precepts can be added through memes or by player choice.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Requirement !! Associated !! Effects&lt;br /&gt;
|- id=&amp;quot;Slaughtering animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Slaughtering animals&amp;lt;br/&amp;gt;[[File:AnimalSlaughter.png|64px]]&lt;br /&gt;
| Prohibited || Slaughtering animals is absolutely prohibited. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Prohibitions:'''&amp;lt;br/&amp;gt;Slaughter animal&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! A tragic loss of a unique life.|label=animal slaughtered|value=-4|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-10}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To slaughter an animal is a horrible thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal! It was horrible to snuff out a mind like that.|label=slaughtered animal|value=-15|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal! What a horrible thing, to snuff out a mind like that.|label=animal slaughtered|value=-2|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-5}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To slaughter an animal is an ugly thing. || || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Nature Primacy|Nature primacy]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I had to slaughter an animal. It was an ugly thing to do.|label=slaughtered animal|value=-5|duration=6|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone slaughtered an animal. It's a sad thing.|label=animal slaughtered|value=-1|duration=6|stacks=5|multi=0.75}}&lt;br /&gt;
'''Opinions:'''&amp;lt;br/&amp;gt;Slaughtered animal: {{Bad|-3}}&lt;br /&gt;
|- id=&amp;quot;Apostasy&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Apostasy&amp;lt;br/&amp;gt;[[File:Apostasy.png|64px]]&lt;br /&gt;
| Abhorrent || To leave our ideoligion after having known it is the depth of immorality. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-30}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-10}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×40%}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To leave our ideoligion after having known it indicates deep moral flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{bad|-15}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-5}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×60%}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To leave our ideoligion after having known it indicates character flaws. || Not [[#Guilty|Guilty]] || [[#Loyalist|Loyalist]]&amp;lt;br/&amp;gt;[[#Proselytizer|Proselytizer]] || '''Opinions:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
*Changed ideoligion: {{Bad|-8}}&amp;lt;br/&amp;gt;&lt;br /&gt;
*Apostate: {{Bad|-3}}&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Certainty Loss Factor]]: {{Good|×80%}}&lt;br /&gt;
|- id=&amp;quot;Autonomous weapons&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Autonomous weapons&amp;lt;br/&amp;gt;[[File:AutonomousWeapons.png|64px]]&lt;br /&gt;
| Prohibited || Allowing a machine to decide to kill is an absolutely inhuman thing to do. || || [[#Nature primacy|Nature primacy]] || Cannot build Turrets&amp;lt;br/&amp;gt;Colonists gain Mood: {{Thought|desc=We use automated weapons. It's absolutely abhorrent to give life-and-death decisions to a machine.|label=automated weapons|value=-12|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Allowing a machine to decide to kill is a terrible thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's horrible to give life-and-death decisions to a machine.|label=automated weapons|value=-8|stack=1}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Allowing a machine to decide to kill is an ugly thing. || || [[#Nature primacy|Nature primacy]] || Colonists gain Mood: {{Thought|desc=We use automated weapons. It's really ugly to give life-and-death decision to a machine.|label=automated weapons|value=-4|stack=1}}&lt;br /&gt;
|- id=&amp;quot;Body modification&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;| Body modification&amp;lt;br/&amp;gt;[[File:BodyModifications.png|64px]]&lt;br /&gt;
| Abhorrent || To modify the natural human body is a flagrant violation of clear moral laws. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was deeply offensive to my beliefs.|label=installed enhancement|value=-30|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. It's an abhorrent offense against everything I believe!|label=artificial enhancement|value=-18|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-10}} against anyone that installed a prosthetic or artificial part, {{Bad|-5}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To modify the natural human body is an ugly, dirty act. || Not [[#Transhumanist|Transhumanist]] || [[#Flesh purity|Flesh purity]] || '''Mood''':&lt;br /&gt;
* {{Thought|desc=I had to install an artificial body enhancement. This was clearly against my beliefs.|label=installed enhancement|value=-5|duration=6}}&lt;br /&gt;
* {{Thought|desc=I have an artificial body enhancement. I don't believe such things are acceptable.|label=artificial enhancement|value=-4|duration=6}}&lt;br /&gt;
'''Opinion:''' {{Bad|-5}} against anyone that installed a prosthetic or artificial part, {{Bad|-3}} against anyone with a prosthetic or artificial part.&amp;lt;br/&amp;gt;&lt;br /&gt;
These do not apply if the pawn is not a Body Modder. Xenogenes trigger this mood penalty if they are not inheritable.&lt;br /&gt;
|-&lt;br /&gt;
| Approved || Humans should strive to reach our full potential by improving our flawed natural bodies. || Not [[#Flesh purity|Flesh purity]] || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=I don't have any artificial body enhancements. It's against my beliefs to be so unenhanced.|label=no artificial enhancement|value=-3|stack=1}} at or above moderate expectations, nullified by Body purist.&lt;br /&gt;
* {{Thought|desc=This artificial enhancement matches my belief.|label=transhumanist modded|value=1|stack=1}} for 1 artificial part.&lt;br /&gt;
* {{Thought|desc=The more artificial enhancements I get, the stronger my expression of my beliefs.|label=transhumanist connected|value=1|stack=1}} for 2 artificial part.&lt;br /&gt;
* {{Thought|desc=My connection to my belief is increased by my third artificial enhancement. But I could use more.|label=transhumanist enhanced|value=2|stack=1}} for 3 artificial part.&lt;br /&gt;
* {{Thought|desc=Only two more artificial enhancements are required to fully synchronize with my beliefs.|label=transhumanist synchronized|value=2|stack=1}} for 4 artificial part.&lt;br /&gt;
* {{Thought|desc=Five artificial enhancements! I'm beginning to feel perfect integration with my beliefs.|label=transhumanist integrated|value=3|stack=1}} for 5 artificial part.&lt;br /&gt;
* {{Thought|desc=It's as though I've left the weak flesh behind.|label=transhumanist transformed|value=3|stack=1}} for 5+ artificial part.&lt;br /&gt;
All bonus disabled for Body Modder.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for zero artificial parts if expectations ≥ Moderate (disabled for Body Purist) {{Check Tag|Xenogenes?|Xenogens count as artificial for body modder/purist traits, do they also count for ideo?}}&lt;br /&gt;
|- id=&amp;quot;Charity&amp;quot;&lt;br /&gt;
! rowspan=3| Charity&amp;lt;br/&amp;gt;[[File:Charity.png|64px]]&lt;br /&gt;
| Essential || We must always be charitable to those in need. To refuse one would be an inhuman act, no matter the circumstances. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -8 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;&amp;gt;Charity quest is one marked as such in the quest log, and includes: beggars, relic pilgrims, joining wanderer, crashing shuttle, pod crash refugee, refugees, chased noble, and joining wanderer in danger&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;-12 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+4 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Important || It's important to be charitable to those in need. Refusing to help is a terrible act. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -4 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-8 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+2 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Worthwhile || Helping those in need is a good thing. It makes the community stronger. || Not [[#Supremacist|supremacist]]&amp;lt;br/&amp;gt;Not [[#Pain is virtue|pain is virtue]] || [[#Guilty|Guilty]] || -2 mood for refusing to help on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&amp;lt;br/&amp;gt;-6 mood for attacking beggars or pilgrims&amp;lt;br/&amp;gt;+1 mood for helping on a charity quest&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Charity quest&amp;quot;/&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Drug use&amp;quot;&lt;br /&gt;
! rowspan=4| Drug use&amp;lt;br/&amp;gt;[[File:DrugUse.png|64px]]&lt;br /&gt;
| Prohibited || The body should absolutely not be poisoned by chemicals. The only exception is the use of medicine in direct medical care. || Not [[#High life|High life]] || [[#Flesh purity|Flesh purity]]&amp;lt;br/&amp;gt;[[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer drugs&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a drug. Such chemicals in the body are a horrible offense against my beliefs.|label=used drug|value=-4|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a drug. It was a horrible offense against my beliefs.|label=administered drug|value=-15|duration=3}}&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Drug use&amp;quot;&amp;gt;As pawns with this precept are unwilling to administer drugs, this won't appear on normal gameplay.&amp;lt;/ref&amp;gt;&lt;br /&gt;
{{Bad|-3}} opinion for consuming or administering a drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical only || Poisoning the body for recreational purposes is a deeply immoral act. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer recreational drugs.&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I used a recreational drug. It was an offense against my beliefs.|label=used recreational drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a recreational drug. It was a horrible offense against my beliefs.|label=administered recreational drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-5}} opinion for consuming or administering a recreational drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Medical or social only || A drink with a smoke is fine, especially with friends, but poisoning the body with powerful chemicals is wrong. || Not [[#High life|High life]] || [[#Collectivist|Collectivist]] || Pawns are unwilling to take or administer hard drugs.&lt;br /&gt;
* {{Thought|desc=I used a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
* {{Thought|desc=I administered a hard drug - not medical or even social. It was a horrible offense against my beliefs.|label=used hard drug|value=-15|duration=3}}&lt;br /&gt;
{{Bad|-8}} opinion for consuming or administering a hard drug, for 5 days.&amp;lt;br/&amp;gt;&lt;br /&gt;
None of the above applies to pawns with [[Traits#Chemical fascination|Chemical fascination]] or [[Traits#Chemical interest|Chemical interest]]&lt;br /&gt;
|-&lt;br /&gt;
| Essential || Exotic states of mind are central to a good life. || [[#High life|High life]] || [[#High life|High life]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Drug Crop Harvest Yield]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Synthesis Speed]]: {{Good|×150%}}&lt;br /&gt;
* [[Drug Sell Price Improvement]]: {{+|10%}}&lt;br /&gt;
'''Moods''' (excludes [[Teetotaler]]s):&lt;br /&gt;
* {{Thought|desc=The right path goes through altered consciousness, and I am walking it.|label=high life|value=3|duration=0.75|stack=1}}&lt;br /&gt;
* {{Thought|desc=This is a hidden state.|label=high life|value=0|duration=0.25|stack=1}}. An invisible state.&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-1|duration=1|stack=1}}&lt;br /&gt;
* {{Thought|desc=I should be altering my consciousness. It's not right to be sober so long.|label=high life missing|value=-10|duration=9|stack=1}}&lt;br /&gt;
The moods above are scaled linearly based on the time since last non-medical drug ingested. First a {{Good|+3}} mood that last 0.75 days, decaying to 0 over the course the following 0.25 days. At 2 days since last consumption, first mood penalty applies. This penalty will increase by {{Bad|-1}} each day without further consumption, reaching the maximum of {{Bad|-10}} at 11 days.&amp;lt;!--&lt;br /&gt;
The relevant functions are PostIngested(Pawn) in CompDruf, CompTick() in CompRitualHediffGiverInRoom and Thought_Situational_Precept_HighLife.--&amp;gt;&lt;br /&gt;
|- id=&amp;quot;Combat in darkness&amp;quot;&lt;br /&gt;
! Combat in darkness&amp;lt;br/&amp;gt;[[File:DarknessCombat.png|64px]]&lt;br /&gt;
| Preferred || We fight better in the dark. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Shooting Accuracy]]:&lt;br /&gt;
** [[Shooting Accuracy Outdoors Dark|Outdoors Dark]] and [[Shooting Accuracy Indoors Dark|Indoors Dark]]: {{+|25%}}&lt;br /&gt;
** [[Shooting Accuracy Outdoors Lit|Outdoors Lit]] and [[Shooting Accuracy Indoors Lit|Indoors Lit]]: {{--|20%}}&lt;br /&gt;
* [[Melee Dodge Chance]]:&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Night|Outdoors Night]] and [[Melee Dodge Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Dodge Chance Outdoors Day|Outdoors Day]] and [[Melee Dodge Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
* [[Melee Hit Chance]]:&lt;br /&gt;
** [[Melee Hit Chance Outdoors Dark|Outdoors Dark]] and [[Melee Hit Chance Indoors Dark|Indoors Dark]]: {{+|10%}}&lt;br /&gt;
** [[Melee Hit Chance Outdoors Lit|Outdoors Lit]] and [[Melee Hit Chance Indoors Lit|Indoors Lit]]: {{--|10%}}&lt;br /&gt;
|- id=&amp;quot;Cutting trees&amp;quot;&lt;br /&gt;
! rowspan=3 | Cutting trees&amp;lt;br/&amp;gt;[[File:Precept tree cutting.png|64px]]&lt;br /&gt;
| Prohibited || To violate the forest by cutting down a tree is a deeply abhorrent act and should never be done. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;Pawns will not cut trees&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. Such things violations of nature should never be done.|label=tree felled|value=-4|stack=5|multi=0.75|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and then let it die. Such things violations of nature should never be done.|label=extracted tree died|value=-4|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|10}} opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To cut down a tree is a horrible act. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-10|stack=1|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It's wrong to scar nature this way.|label=tree felled|value=-2|stack=5|multi=0.75|duration=3}} for a tree cut&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It's wrong to scar nature this way.|label=extracted tree died|value=-2|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|5}} opinion for cutting a tree&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To cut down a tree is a distasteful thing to do. || Not [[#Human primacy|Human primacy]] || [[#Nature primacy|Nature primacy]] || Disables logging camps.&amp;lt;br/&amp;gt;{{Thought|desc=I had to cut down a tree. It was wrong to scar nature this way.|label=tree felled|value=-5|stack=1|duration=3}} for cutting a tree&amp;lt;br/&amp;gt;{{Thought|desc=We cut down a tree. It wasn't good to harm nature this way.|label=tree felled|value=-1|stack=5|duration=3}} for a tree cut&amp;lt;br/&amp;gt;{{Thought|desc=We extracted a tree from the ground and let it die. It wasn't good to harm nature this way.|label=extracted tree died|value=-1|stack=5|multi=0.75|duration=3}} for an uprooted tree dying&amp;lt;br/&amp;gt;{{--|3}} opinion for cutting a tree&lt;br /&gt;
|- id=&amp;quot;Killing innocent animals&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot; | Killing innocent animals&amp;lt;br/&amp;gt;[[File:KillingInnocentAnimals.png|64px]]&lt;br /&gt;
| Abhorrent || To kill an innocent animal is a horrifically inhuman act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation.&amp;lt;ref group=&amp;quot;Optional precepts&amp;quot; name=&amp;quot;Innocent animal&amp;quot;&amp;gt;An animal is deemed innocent if: It isn't under a mental state, or the mental state was caused by damage (ex: Manhunter, PanicFlee) or psycast (ex: Berserk, Neuroquake psycast). The above excludes animals belonging to hostile factions, animals hunting humans (or animals belonging to a human faction), and animals with scaria.&amp;lt;/ref&amp;gt; || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;Pawns will not attack innocent animals&amp;lt;br/&amp;gt;{{Thought|desc=An innocent, adorable animal was killed! That's murder!|label=innocent animal killed|value=-4|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|15}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || To kill an innocent animal is a horrible act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was almost like being forced to murder.|label=killed innocent {0}|value=-15|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. What a terrible, heartless act against another being.|label=innocent animal killed|value=-2|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|10}} opinion for killing innocent animal&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || To kill an innocent animal is an ugly act. Innocent animals are those who are not attacking, or who were only driven to attack by human provocation. || Not [[#Human primacy|human primacy]] || [[#Nature primacy|Nature primacy]]&amp;lt;br/&amp;gt;[[#Animal personhood|Animal personhood]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to kill an innocent animal. It was not something I approve of.|label=killed innocent {0}|value=-5|duration=6}} for killing an innocent animal&amp;lt;br/&amp;gt;{{Thought|desc=An innocent animal was killed. I do not approve of this.|label=innocent animal killed|value=-1|stack=5|mult=0.75|duration=6}} if innocent animal is killed&amp;lt;br/&amp;gt;{{--|5}} opinion for killing innocent animal&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Lighting&amp;quot;&lt;br /&gt;
! Lighting&amp;lt;br/&amp;gt;[[File:Lighting.png|64px]]&lt;br /&gt;
| Darklight preferred || Normal lights are too bright. Darklights are better. || Not [[#Blindsight|blindsight]] || [[#Darkness|Darkness]] || {{Thought|desc=This dim light is perfect. I feel focused and energized.|label=darklight|value=+4|stack=1}} with [[Darklight]]&amp;lt;br/&amp;gt;{{Thought|desc=This indoor light is too bright. I would prefer something dimmer.|label=indoor light|value=-4|stack=1}} in dim light (30% - 89% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;{{Thought|desc=I cannot stand this terrible light. My senses are overwhelmed!|label=blinding light|value=-8|stack=1}} in bright light. (90% - 100% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;No modifier for Darkness. (0% - 29% [[light]]){{Check Tag|Verify|Verify bounds match normal definition}}&amp;lt;br/&amp;gt;Surgery penalty without Darklight.&amp;lt;br/&amp;gt;Disables low-[[light]] [[move speed]] penalties&amp;lt;br/&amp;gt;Disables low-[[light]] [[global work speed]] penalties&lt;br /&gt;
|- id=&amp;quot;Meat eating&amp;quot;&lt;br /&gt;
! rowspan=6 | Meat eating&amp;lt;br/&amp;gt;[[File:MeatEating.png|64px]]&lt;br /&gt;
| Abhorrent || Eating meat of any kind is deeply evil. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was an abhorrent violation of everything I believe.|label=ate meat|value=-24|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Eating meat of any kind is a horrible act. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It was a horrible violation of my beliefs.|label=ate meat|value=-12|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Eating meat of any kind should be avoided. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]]&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables hunting camps&amp;lt;br/&amp;gt;{{Thought|desc=I had to eat meat. It's not something I approve of.|label=ate meat|value=-4|duration=1|stack=1}} for eating meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating meat&lt;br /&gt;
|-&lt;br /&gt;
| Mildly required || Every meal ought to have meat. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an unacceptable deviation from the proper carnivore diet. Some eggs, milk, or processed food without vegetables or would have also been okay.|label=ate vegetarian|value=-4|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|5}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Seriously required || Every meal must have meat. Eggs, milk, and processed food are okay as well. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an horrible violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-10|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|10}} opinion for eating food without meat&lt;br /&gt;
|-&lt;br /&gt;
| Strictly required || If a meal doesn't have meat, the person who eats it must be morally deficient. Eggs, milk, and processed foods are fine. || Not [[#Human primacy|human primacy]] || [[#Animal personhood|Animal personhood]] (but conflicts)&amp;lt;br/&amp;gt;[[#Flesh purity|Flesh purity]] || Disables farming camps&amp;lt;br/&amp;gt;{{Thought|desc=I ate a meal without any meat. It was an abhorrent violation of the proper carnivore diet. Some eggs, milk, or processed food without vegetables would have also been okay.|label=ate vegetarian|value=-16|duration=1|stack=1}} for eating food without meat&amp;lt;br/&amp;gt;{{--|15}} opinion for eating food without meat&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining&amp;quot;&lt;br /&gt;
! rowspan=3 | Mining&amp;lt;br/&amp;gt;[[File:Mining.png|64px]]&lt;br /&gt;
| Prohibited || Raping the natural earth with mining tools is a horrifically evil act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;Pawns will not mine&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=We mined a hole in the pure earth. What a terrible offense against nature.|label=mined|value=-4|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. What a terrible offense against nature.|label=destroyed natural wall|value=-40|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-15}} opinion for mining a block, for 4 days.&lt;br /&gt;
|-&lt;br /&gt;
| Horrible || Violating the natural earth with mining tools is a horrible act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. It was an offense against the earth.|label=mined|value=-20|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It was a horrible violation of nature.|label=mined|value=-2|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It was a horrible violation of nature.|label=destroyed natural wall|value=-20|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-10}} opinion for mining a block, for 2 days.&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Mining into the natural earth is an ugly act. || Not [[#Human primacy|human primacy]]&amp;lt;br/&amp;gt;Not [[#Tunneler|tunneler]] || [[#Nature primacy|Nature primacy]] || Disables mining camps&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I had to mine a hole. I disapprove of harming the earth this way.|label=mined|value=-3|duration=2|stacks=1}}&lt;br /&gt;
* {{Thought|desc=Someone mined a hole in the pure earth. It's wrong to scar the world this way.|label=mined|value=-1|duration=2|stacks=5|multi=0.75}}&lt;br /&gt;
* {{Thought|desc=I destroyed a natural wall. It's wrong to scar the world this way.|label=destroyed natural wall|value=-3|duration=2|stacks=1}}&lt;br /&gt;
{{Bad|-5}} opinion for mining a block, for 2 days.&lt;br /&gt;
|- id=&amp;quot;Raiding&amp;quot;&lt;br /&gt;
! rowspan=2 | Raiding&amp;lt;br/&amp;gt;[[File:Raiding.png|64px]]&lt;br /&gt;
| Respected || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a mark of shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|3}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|6}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|6}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|8%}}&lt;br /&gt;
|-&lt;br /&gt;
| Required || We don't work like common laborers, we take from the weak as the strong should. Failing to do so is a tremendous shame. || || || '''Mood:'''&amp;lt;br/&amp;gt;{{+|6}} mood for 5 days for participating in a raid&amp;lt;br/&amp;gt;{{+|12}} mood for a raid less than 25 days ago&amp;lt;br/&amp;gt;{{--|12}} mood for a raid more than 25 days ago&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]] {{--|16%}}&lt;br /&gt;
|- id=&amp;quot;Trees&amp;quot;&lt;br /&gt;
! Trees&amp;lt;br/&amp;gt;[[File:Trees.png|64px]]&lt;br /&gt;
| Desired || It's essential to live surrounded by beautiful trees. || || [[#Tree connection|Tree connection]] || Gives a thought, scaling from -5 to +9 for having (or not having) many trees on the map&amp;lt;br/&amp;gt;Gives a thought, scaling from 0 to -20 for the number of trees chopped in the last quadrum&lt;br /&gt;
|- id=&amp;quot;Biosculpting&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biosculpting&amp;lt;br/&amp;gt;[[File:Precept biosculpting.png|64px]]&lt;br /&gt;
| Despised || Biosculpter pods violate the purity human flesh and should never be used. || Not [[#Transhumanist|Transhumanist]] || || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=My body was despoiled by the use of a biosculpter pod.|label=used biosculpter pod|value=-8|stack=1|duration=12}} after using [[biosculpter pod]].&lt;br /&gt;
|-&lt;br /&gt;
| Accelerated || All biosculpting cycles take half the usual time. || [[#Transhumanist|Transhumanist]] || [[#Transhumanist|Transhumanist]] || All biosculpting cycles take half the usual time.&lt;br /&gt;
|- id=&amp;quot;Growth vats&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Growth vats{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:GrowthVats.png|64px]]&lt;br /&gt;
| Prohibited || Growth vats rob children of their childhood. || || || '''Prohibitions:'''&amp;lt;br/&amp;gt;Build [[growth vat]]&amp;lt;br/&amp;gt;'''Mood:'''&lt;br /&gt;
* {{Thought|desc=I hate the thought of that awful growth vat being in our colony.|label=growth vat|value=-3|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I can't stand the thought of my child floating in that awful machine.|label=my child is in a growth vat|value=-3|stack=3}}. Nullifying trait: [[Psychopath]]&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Thought|desc=I'm happy to see my kids be kids. Their childhood is too precious to be wasted in a vat.|label=Child not in growth vat|value=1|stack=1}}&amp;lt;br/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Essential || We have the technology for safer childbirth and faster childhoods. Believers will develop faster in growth vats but will be unhappy if their children are not in a vat. || || [[#Transhumanist|Transhumanist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Childbirth is a terrifying thought. We should have vats to safely grow our children.|label=natural pregnancy|value=-5|stack=1}}.  Minimum [[expectations]]: Moderate&lt;br /&gt;
* {{Thought|desc=I don't feel safe with my child running around. They should be growing safely in a vat.|label=Child not in growth vat|value=-2|stack=3}}.  Minimum [[expectations]]: Moderate&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* {{BiotechIcon}} [[Growth Vat Occupant Speed]]: {{Good|×130%}}&amp;lt;br/&amp;gt;(only to pawns with the ideoligion; [[embryo]]s / [[babies]] are not boosted)&lt;br /&gt;
|- id=&amp;quot;Bloodfeeders&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Bloodfeeders{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:Bloodfeeders.png|64px]]&lt;br /&gt;
| Revered || Bloodfeeders should be worshipped. Believers will be happy if there is a bloodfeeder in the colony and will not mind being fed upon. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The bloodfeeders stand above us, yet one has died here. We will surely be punished for this.|label=bloodfeeder died|value=-2|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.{{Check Tag|Any faction?|Does the bloodfeeder have to be of the player faction? Any allied faction? Any faction at all including enemies?}}.&lt;br /&gt;
* {{Thought|desc=Let them worship me. Feeding upon them places them below me, as animals are below humans.|label=revered bloodfeeder|value=+4|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeders|value=-2|stack=1}} (Colony wide) for having no bloodfeeders in the colony.&lt;br /&gt;
* {{Thought|desc=Without a bloodfeeder master, our colony feels incomplete and pointless. We should make a bloodfeeder our leader.|label=no bloodfeeder master|value=-1|stack=1}} (Colony wide) for having bloodfeeders in the colony, but not as the [[#Leaders|leader]].&lt;br /&gt;
* {{Thought|desc=The bloodfeeder's presence is a great honor. May they live forever.|label=bloodfeeder master|value=+2|stack=1}} (Colony wide) for having A bloodfeeder as the [[#Leaders|leader]].&lt;br /&gt;
Nullifies {{Thought|desc=I was violated by a bloodfeeder like some kind of livestock.|label=fed on by &amp;lt;NAME&amp;gt;|value=-5|stack=1|duration=5}}{{Check Tag|Stacking?|Check if it stacks, change stack var as appropriate}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|20}} for being a Bloodfeeder&lt;br /&gt;
|-&lt;br /&gt;
| Reviled || Anyone who drinks blood to survive is a monster. || || || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=The only good bloodfeeder is a dead one.|label=bloodfeeder died|value=+5|stack=3|duration=10}} (Colony wide) when a bloodfeeder dies.&lt;br /&gt;
* {{Thought|desc=I am what I hate. I must rid myself of this curse.|label=bloodfeeder self hatred|value=-12|stack=1}} for being a bloodfeeder.&lt;br /&gt;
* {{Thought|desc=One of them walks among us. We should expel the bloodfeeder from our home.|label=bloodfeeder among us|value=-8|stack=1}} (Colony wide) for having a bloodfeeder in the colony.&lt;br /&gt;
'''Opinions:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|40}} for being a Bloodfeeder&lt;br /&gt;
|- id=&amp;quot;Child labor&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;| Child labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:ChildLabor.png|64px]]&lt;br /&gt;
| Encouraged || Children build character through work. It's important for everyone to contribute.|| || [[#Collectivist|Collectivist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=Why are we letting children waste their youth on games?|label=children assigned recreation|value=-3|stack=1}}. Adults only.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Childhood is sacred. We should let kids be kids. || || [[#Individualist|Individualist]] || '''Mood:'''&lt;br /&gt;
* {{Thought|desc=It's upsetting to see children forced to work. They only get one childhood.|label=children assigned work|value=-3|stack=1}}. Adults only. Note: This refers to the Schedule tab. Children can have jobs assigned in their Work tab without mood penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Stats:'''&lt;br /&gt;
* [[Learning Rate Factor]]: {{+|20%}} ([[Children]] only)&lt;br /&gt;
|- id=&amp;quot;Mechanoid labor&amp;quot;&lt;br /&gt;
! Mechanoid labor{{BiotechIcon}}&amp;lt;br/&amp;gt;[[File:MechanoidLabor.png|64px]]&lt;br /&gt;
| Enhanced || Why should we work when we have machines? || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Global Work Speed]]: {{--|8%}}&lt;br /&gt;
* {{BiotechIcon}} [[Mech Work Speed Offset]]: {{+|20%}}&lt;br /&gt;
|- id=&amp;quot;Psychic rituals&amp;quot;&lt;br /&gt;
! rowspan=3| Psychic rituals{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:PsychicRituals.png|64px]]&lt;br /&gt;
| Abhorrent || Psychic rituals are utterly evil. || || || &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Prohibitions:'''&amp;lt;br/&amp;gt;Participate in psychic ritual&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;Psychic ritual performed: {{--|4}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;Involved in psychic ritual: {{--|12}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|20}}&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Psychic rituals should be avoided when possible. || || ||| &amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=We shouldn't be using such dark powers. It's just not right.|label=Psychic ritual performed|value=-2|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=That ritual was wrong. I should not have been there.|label=Involved in psychic ritual|value=-6|stack=1}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{--|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{--|10%}}&lt;br /&gt;
|-&lt;br /&gt;
| Exalted || Connecting with psychic flows brings us closer to truth. || || [[#Ritualist|Ritualist]] || '''Mood:'''&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=It was an amazing experience to truly connect with something greater than myself.|label=Involved in psychic ritual|value=+3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;{{Thought|desc=Failing to use these rituals shows everyone how misguided we are.|label=No psychic ritual for 6 days (Min expectations: High)|value=-3|stack=1}}.&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Opinions:'''&amp;lt;br/&amp;gt;Involved in psychic ritual: {{+|10}}&amp;lt;br/&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;'''Stats:'''&lt;br /&gt;
* [[Psychic Ritual Quality Offset]]: {{+|10%}}&lt;br /&gt;
|- id=&amp;quot;Void study&amp;quot;&lt;br /&gt;
! rowspan=4| Void study{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:VoidStudy.png|64px]]&lt;br /&gt;
| Very inefficient || All this void nonsense is superstition. Let's focus on reality. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×50%}}&lt;br /&gt;
|-&lt;br /&gt;
| Inefficient || Trying to understand the unknowable is pointless. We should focus more on meaningful activities. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Bad|×75%}}&lt;br /&gt;
|-&lt;br /&gt;
| Efficient || The void is a true mystery that deserves to be studied. || ||&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×125%}}&lt;br /&gt;
|-&lt;br /&gt;
| Very efficient || The void is the ultimate truth. || || [[#Ritualist|Ritualist]]&lt;br /&gt;
| '''Stats:'''&lt;br /&gt;
* [[Study Efficiency]]: {{Good|×150%}}&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Inhumanizing&amp;quot;&lt;br /&gt;
! Inhumanizing{{AnomalyIcon}}&amp;lt;br/&amp;gt;[[File:Inhumanizing.png|64px]]&lt;br /&gt;
| Required || Human morality and feeling are a distraction. We must leave humanity behind. &amp;lt;br/&amp;gt; Mental breaks will cause followers to become [[inhumanized]]. || || [[#Inhuman|Inhuman]] || '''Mood:'''&lt;br /&gt;
*{{Thought|desc=I'm ashamed of my humanity. I want to embrace the void but I fear it.|label=Human shame|value=-8|stack=1}}. Only if not inhumanized.&lt;br /&gt;
*{{Thought|desc=The vibrations of reality pulse into me and soothe everything.|label=Void pleasure|value=+8|stack=1}}. Only if inhumanized.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Mental breaks:'''&lt;br /&gt;
* [[Mental_break#Humanity_break|Humanity break]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Fishing&amp;quot;&lt;br /&gt;
! rowspan=3 | Fishing{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Fishing.png|64px]]&lt;br /&gt;
| Prohibited || Fishing is immoral. We should never do it. || || [[#Animal Personhood|Animal Personhood]] || '''Prohibitions:''':&lt;br /&gt;
*[[Fishing]]&lt;br /&gt;
'''Mood''':&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! Our slippery brothers and sisters are dying.|label=Someone slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
{{--|10}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Disapproved || Fishing is gruesome. We should avoid it. || || [[#Animal Personhood|Animal Personhood]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I had to kill fish. It was an ugly thing to do.|label=Slaughtered fish|value=-4|stack=1|duration=6}}.&lt;br /&gt;
*{{Thought|desc=Someone is killing fish! We should protect these beautiful creatures.|label=Someone slaughtered fish|value=-2|stack=1|duration=6}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing speed]]: {{--|25%}}&lt;br /&gt;
*[[Fishing yield]]: {{--|10%}}&lt;br /&gt;
{{--|5}} opinion for slaughtering fish&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sacred || Fishing is part of the right path. || || || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I wish we were somewhere we could fish.|label=Not enough fish|value=-4|stack=1}}.&lt;br /&gt;
*{{Thought|desc=Fishing puts me on the right path - at least for a little while.|label=Fished recently|value=+2|stack=1|duration=1}}.&lt;br /&gt;
'''Stats''':&lt;br /&gt;
*[[Fishing yield]]: {{Good|+10%}}&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references group=&amp;quot;Optional precepts&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Meme-specific ===&lt;br /&gt;
These issues and their precepts can only be added by having a specific meme, and cannot be removed as long as the meme is present.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Issue !! Precept !! Description !! Meme !! Effects&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Age reversal&amp;quot;&lt;br /&gt;
! Age reversal&amp;lt;br/&amp;gt;[[File:AgeReversal.png|64px]]&lt;br /&gt;
| Demanded || Why get old? One must have a once-yearly age reversal treatment in the biosculpter pod. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I'm getting old. I should get an age reversal in a biosculpter pod.|label=harmful aging|value=-4|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=My youth is draining away. I should get an age reversal in a biosculpter pod.|label=terrible aging|value=-7|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 15 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am trapped in a decaying prison of flesh! I need to get an age reversal in a biosculpter pod.|label=horrific aging|value=-10|stack=1}}, if a pawn with at least high expectations and a biological age of 25 didn't have age reversal in the last year and 30 days.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Aging and death have no hold on me. I am forever, as an enhanced human ought to be.|label=received age reversal|value=+3|stack=1|duration=4}} after age reversal.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Notes:'''&lt;br /&gt;
*Initial colonists, newly generated pawns (due to events, quests, raids, etc.), as well as pawns after changing map due to Archonexus quest have a 20 to 40 day grace period before they start demanding age reversal (it will replace their age reversal demanded date, even if it would come after that period).&lt;br /&gt;
*Whenever a pawn's faction or ideology change they'll get a 15-20 day grace period before they start demanding age reversal (unless their next age reversal demanded date will come after that period).&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Animal connection&amp;quot;&lt;br /&gt;
! Animal connection&amp;lt;br/&amp;gt;[[File:Precept animal connection.png|64px]]&lt;br /&gt;
| Strong || We have a strong connection to our animal friends || [[#Animal personhood|Animal personhood]] ||&lt;br /&gt;
* 2x [[Tame Animal Chance]]&lt;br /&gt;
* 2x Animal Bonding Chance&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Blind psysense&amp;quot;&lt;br /&gt;
! Blind psysense&amp;lt;br/&amp;gt;[[File:BlindPsysense.png|64px]]&lt;br /&gt;
| Strong|| Our blind have special ways of connecting with the psychic aether || [[#Blindsight|Blindsight]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Psychic Sensitivity]]: {{+|30%}} for [[Sight|blind]] pawns.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Bonding&amp;quot;&lt;br /&gt;
! Bonding&amp;lt;br/&amp;gt;[[File:Bonding.png|64px]]&lt;br /&gt;
| Disapproved || To emotionally bond with a lower being is a shameful act || [[#Human primacy|Human primacy]] || Disables [[Animals#Bonding|animal bonding]] event for pawns with ideology. Does '''not''' disable pre-existing bonds or disable their [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Comfort&amp;quot;&lt;br /&gt;
! Comfort&amp;lt;br/&amp;gt;[[File:Comfort.png|64px]]&lt;br /&gt;
| Ignored || We should pay no attention to comfort || [[#Pain is virtue|Pain Is Virtue]] || Disables [[comfort]] need, and comfort-related thoughts, both positive and negative&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Eclipse&amp;quot;&lt;br /&gt;
! Eclipse&amp;lt;br/&amp;gt;[[File:Precept Eclipse.png|64px]]&lt;br /&gt;
| Beautiful || Eclipses are a beautiful respite from the blinding sunlight. || [[#Darkness|Darkness]]&amp;lt;br/&amp;gt;''unless'' [[#Blindsight|blindsight]] || {{+|5}} mood for seeing an [[eclipse]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Gauranlen connection&amp;quot;&lt;br /&gt;
! Gauranlen connection&amp;lt;br/&amp;gt;[[File:GauranlenConnection.png|64px]]&lt;br /&gt;
| Strong || We have a special connection with the Gauranlen trees. The trees refocus production easily under our influence, and we are not satisfied unless we have that connection. || [[#Tree connection|Tree connection]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I am happily connected to a Gauranlen tree.|label=Gauranlen connection|value=+3|stack=1}} when connected to [[Gauranlen tree]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-0|stack=1}}, at Very Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-1|stack=1}}, at Low [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-2|stack=1}}, at Moderate [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-4|stack=1}}, at High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=Without a connection to a Gauranlen tree, I feel disconnected from nature.|label=want Gauranlen connection|value=-6|stack=1}}, at Sky High [[expectations]].&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Stats:'''&amp;lt;br/&amp;gt;[[Pruning speed]]: {{+|25%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Mining yield&amp;quot;&lt;br /&gt;
! Mining yield&amp;lt;br/&amp;gt;[[File:MiningYield.png|64px]]&lt;br /&gt;
| High || Mining is so important that we do it with great focus and respect, and we get more resources because of that. || [[#Tunneler|Tunneler]] || '''Stats:'''&amp;lt;br/&amp;gt;[[Mining yield]]: {{+|10%}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Neural supercharge&amp;quot;&lt;br /&gt;
! Neural supercharge&amp;lt;br/&amp;gt;[[File:NeuralSupercharger.png|64px]]&lt;br /&gt;
| Preferred || Having a neural supercharge is the new standard. Without it, you're obsolete. || [[#Transhumanist|Transhumanist]] || '''Mood:'''&amp;lt;br/&amp;gt;{{Thought|desc=Without a neural supercharge, I'm running below my true capacity. It's depressing.|label=want neural supercharge|value=-6|stack=1}} whenever 2+{{Check Tag|Verify time|Is it two days?}} days have passed since [[Neural supercharger|neural supercharging]], assuming Moderate [[expectations]] or higher.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Pain&amp;quot;&lt;br /&gt;
! Pain&amp;lt;br/&amp;gt;[[File:Pain.png|64px]]&lt;br /&gt;
| Idealized || To experience nerve-singing pain is a mark of morality. || [[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Guilty|Guilty]] || '''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain grounds me. I appreciate it|label=minor pain|value=+3|stack=1}}, [[pain]] between 1% and 14% inclusive. Replaces default {{--|5}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain cleanses me. I like it.|label=serious pain|value=+5|stack=1}}, [[pain]] between 15% and 39% inclusive. Replaces default {{--|10}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain purifies me. I need it!|label=intense pain|value=+7|stack=1}}, [[pain]] between 40% and 79% inclusive. Replaces default {{--|15}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=The pain makes me sublime! I wish to become it!|label=mind-shattering pain|value=+9|stack=1}}, [[pain]] of 80%+. Replaces default {{--|20}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Note:''' These thoughts are replaced by the [[Masochist]] specific thoughts for pawns with that trait, and with the default values for [[Wimp]]s.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Proselytizing&amp;quot;&lt;br /&gt;
! rowspan=3 | Proselytizing&amp;lt;br/&amp;gt;[[File:Proselytizing.png|64px]]&lt;br /&gt;
| Occasional || Those who know the truth should try to bring it to others, when it seems appropriate. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×300'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Sometimes || Those who know the truth should bring it to others at every opportunity. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×500'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
|-&lt;br /&gt;
| Frequent || Those who know the truth have a duty to always spread it and drive out other beliefs. || [[#Proselytizer|Proselytizer]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;Social chat [[conversion]] attempt frequency: '''×700'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|1}} each pawn converted to the ideoligion.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|5}} for a successful [[relic]] hunt.{{Check Tag|Final Quest only?|Is this only given when the relic is actually acquired?}}{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful Reliquary Pilgrims quest.{{Check Tag|Verify|Based on code, needs to be tested and confirmed in game}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Ranching&amp;quot;&lt;br /&gt;
! Ranching&amp;lt;br/&amp;gt;[[File:Ranching.png|64px]]&lt;br /&gt;
| Central || We must raise and consume many large animals, and we must not eat plants. || [[#Rancher|Rancher]] || '''Stats:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Plant Work Speed]]: {{Bad|x70%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Tame Animal Chance]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Gather Yield]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Butchery Efficiency]]: {{Good|x120%}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animals Learning Factor]]: {{Good|x200%}}.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;[[Animal Products Price Improvement]]: {{+|10%}}.{{Check Tag|Mechanics?|How does this apply in the order of operations}} Affects [[meat]], [[leather]] and [[wool]] of all types, including [[Human]]. [[Eggs]], [[milk]], [[insect jelly]], and live [[animals]] are not affected.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Mood:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{--|3}}/{{--|2}}/{{--|1}}/{{+|1}}/{{+|2}}/{{+|3}} [[mood]] based on total animal body size per colonist,{{Check Tag|What ratios?|What ratio is each cut off?}}{{Check Tag|Colonist only?|Wb slaves, prisoners, quest guests etc? What about colonists without this precept?}} if Low [[expectations]] or higher. Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{Thought|desc=I sowed a human food plant. It was wrong - humans should eat animals, and animals should eat nature-made plants.|label=sowed human food plant|value=-4|duration=2}} if Low [[expectations]] or higher.{{Check Tag|Which plants?}}{{Check Tag|Sow only?|Can you harvest plants without issue?}} Does not apply to quest lodgers.&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;'''Development points:'''&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;br/&amp;gt;{{+|2}} for each successful [[Quests#Hospitality|Animal hospitality]] quest.{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Rough living&amp;quot;&lt;br /&gt;
! Rough living&amp;lt;br/&amp;gt;[[File:RoughLiving.png|64px]]&lt;br /&gt;
| Welcomed || We don't need to separate ourselves from the roughness of nature. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain Is Virtue]] || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to eat a meal off the ground. Can't we get a table around here?|label=Ate without table|value=-3|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep outdoors without any protection from the elements.|label=slept outside|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep on the ground like an animal.|label=slept on ground|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I'm soaking wet.|label=soaking wet|value=-3|stack=1|duration=0.1}}&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Slab bed&amp;quot;&lt;br /&gt;
! Slab bed&amp;lt;br/&amp;gt;[[File:Precept Slab Bed.png|64px]]&lt;br /&gt;
| Preferred || The right way to sleep is on a slab bed. || [[#Pain is virtue|Pain is virtue]] || Makes colonists prefer slab beds, and gives a +2 thought when they sleep in slab beds.&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Sleep accelerator&amp;quot;&lt;br /&gt;
! Sleep accelerator&amp;lt;br/&amp;gt;[[File:Precept sleep accelerator.png|64px]]&lt;br /&gt;
| Preferred || One should always use a sleep accelerator. Slow-sleeping is just foolishly wasting your potential. || [[#Transhumanist|Transhumanist]] || +3 mood for 1 day when using [[sleep accelerator]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Indoors&amp;quot;&lt;br /&gt;
! Indoors&amp;lt;br/&amp;gt;[[File:SmallSpaces.png|64px]]&lt;br /&gt;
| Preferred || We were meant to live indoors. There's nothing bothersome about being in tight quarters. || [[#Tunneler|Tunneler]] [[#Shipborn|Shipborn]]{{OdysseyIcon}} || &lt;br /&gt;
*Adds needs: [[Needs#Indoors|Indoors]]&lt;br /&gt;
*Removes needs: [[Needs#Outdoors|Outdoors]]&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Temperature&amp;quot;&lt;br /&gt;
! Temperature&amp;lt;br/&amp;gt;[[File:Precept temperature.png|64px]]&lt;br /&gt;
| Tough || Extreme temperatures don't bother us as much. || [[#Tree connection|Tree connection]]&amp;lt;br/&amp;gt;[[#Pain is virtue|Pain is virtue]]&amp;lt;br/&amp;gt;[[#Shipborn|Shipborn]]{{OdysseyIcon}} || Nullifies:&lt;br /&gt;
*{{Thought|desc=I had to sleep in the cold. We really need some heaters.|label=slept in the cold|value=-4|stack=1|duration=1}}&lt;br /&gt;
*{{Thought|desc=I had to sleep in unbearable heat. Can't we have air conditioning?|label=slept in the heat|value=-4|stack=1|duration=1}}&lt;br /&gt;
'''Note''': It doesn't appear to affect comfortable temperatures or the related [[hypothermia]]/[[heatstroke]] tolerances. It is only referenced for the above moodlets&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Work drive&amp;quot;&lt;br /&gt;
! Work drive&amp;lt;br/&amp;gt;[[File:Precept work drive.png|64px]]&lt;br /&gt;
| Tripled ||The duration of the leader's work drive ability is tripled. || [[#Collectivist|Collectivist]] || 3x Work Drive Duration (from 3 days to 9 days)&lt;br /&gt;
&lt;br /&gt;
|- id=&amp;quot;Space habitat&amp;quot;&lt;br /&gt;
! Space Habitat{{OdysseyIcon}}&amp;lt;br/&amp;gt;[[File:Precept space habitat.png|64px]]&lt;br /&gt;
| Preferred || Planetary living is for lower animals. We should live in orbit or among the stars. || [[#Shipborn|Shipborn]] || '''Mood''':&lt;br /&gt;
*{{Thought|desc=I'll never feel at home here in the dirt. We should be in space.|label=Planetary habitat|value=-2|stack=1}}&lt;br /&gt;
*{{Thought|desc=It feels good to be where I belong. I can't stand being down there in the dirt.|label=Space habitat|value=4|stack=1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
{{Main|Roles}}&lt;br /&gt;
Roles are positions available to pawns that grant them both special benefits and drawbacks. Every ideoligion has at least two roles: [[Leader]] and [[Moral guide]]. There can be only 1 '''leader''' globally, and 1 '''moral guide''' per ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! colspan=5 | Abilities&lt;br /&gt;
|- id=&amp;quot;Leader&amp;quot;&lt;br /&gt;
! [[Leader]]&amp;lt;br/&amp;gt;[[File: Leader.png|link=Leader]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Combat command]]&amp;lt;br/&amp;gt;[[File:CombatCommand.png|link=Combat command|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Work drive]]&amp;lt;br/&amp;gt;[[File:WorkDrive.png|link=Work drive|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Leader speech]]&amp;lt;br/&amp;gt;[[File:LeaderSpeech.png|link=Leader speech|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Trial]]&amp;lt;br/&amp;gt;[[File:Trial.png|link=Trial|64px]]&lt;br /&gt;
|-&lt;br /&gt;
|- id=&amp;quot;Moral guide&amp;quot;&lt;br /&gt;
! [[Moral guide]]&amp;lt;br/&amp;gt;[[File: MoralGuide.png|link=Moral guide]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Roles#Convert|Convert]]&amp;lt;br/&amp;gt;[[File:Convert.png|link=Roles#Convert|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Counsel]]&amp;lt;br/&amp;gt;[[File:Counsel.png|link=Counsel|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Reassure]]&amp;lt;br/&amp;gt;[[File:Reassure.png|link=Reassure|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Conversion ritual]]&amp;lt;br/&amp;gt;[[File:ConversionRitual.png|link=Conversion ritual|64px]]&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; | [[Preach health]]&amp;lt;br/&amp;gt;[[File:PreachHealth.png|link=Preach health|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additionally, each ideoligion grants up to 2 types of [[specialist]]s; a role that grants large bonuses and abilities related to a specific field in exchange of inability of doing one or more types of work. This limitation only applies to the type of specialization, not the total number of specialists.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Shooting specialist&amp;quot;&lt;br /&gt;
! [[Shooting specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistShooting.png|link=Shooting specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Marksman command]]&amp;lt;br/&amp;gt;[[File:MarksmanCommand.png|link=Marksman command|64px]]&lt;br /&gt;
|- id=&amp;quot;Animals specialist&amp;quot;&lt;br /&gt;
! [[Animals specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistAnimals.png|link=Animals specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Animal personhood|Animal personhood]]&lt;br /&gt;
* [[Ideoligion#Rancher|Rancher]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Animal calm]]&amp;lt;br/&amp;gt;[[File:AnimalCalm.png|link=Animal calm|64px]]&lt;br /&gt;
|- id=&amp;quot;Medical specialist&amp;quot;&lt;br /&gt;
! Medical Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMedical.png|link=Medical specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Flesh purity|Flesh purity]]&lt;br /&gt;
* [[Ideoligion#Blindsight|Blindsight]]&lt;br /&gt;
|&lt;br /&gt;
* Violent&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Immunity drive]]&amp;lt;br/&amp;gt;[[File:ImmunityDrive.png|link=Immunity drive|64px]]&lt;br /&gt;
|- id=&amp;quot;Melee specialist&amp;quot;&lt;br /&gt;
! Melee Specialist&amp;lt;br/&amp;gt;[[File: SpecialistMelee.png|link=Melee specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Raider|Raider]]&lt;br /&gt;
* [[Ideoligion#Supremacist|Supremacist]]&lt;br /&gt;
|&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
* Constructing&lt;br /&gt;
* Hunting&lt;br /&gt;
* Shooting&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Berserk trance]]&amp;lt;br/&amp;gt;[[File:BerserkTrance.png|link=Berserk trance|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-table; padding: 0.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{| {{STDT| sortable text-valign:top}}&lt;br /&gt;
!Name !! Required Memes !! Disabled Work Types !! Abilities&lt;br /&gt;
|- id=&amp;quot;Mining specialist&amp;quot;&lt;br /&gt;
! [[Mining specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistMining.png|link=Mining specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Darkness|Darkness]]&lt;br /&gt;
* [[Ideoligion#Tunneler|Tunneler]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Constructing&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Mining command]]&amp;lt;br/&amp;gt;[[File:MiningCommand.png|link=Mining command|64px]]&lt;br /&gt;
|- id=&amp;quot;Plants specialist&amp;quot;&lt;br /&gt;
! [[Plants specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistPlants.png|link=Plants specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#High life|High life]]&lt;br /&gt;
* [[Ideoligion#Nature primacy|Nature primacy]]&lt;br /&gt;
* [[Ideoligion#Tree connection|Tree connection]]&lt;br /&gt;
|&lt;br /&gt;
* Animals&lt;br /&gt;
* Crafting&lt;br /&gt;
* Cooking&lt;br /&gt;
* Constructing&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Farming command]]&amp;lt;br/&amp;gt;[[File:FarmingCommand.png|link=Farming command|64px]]&lt;br /&gt;
|- id=&amp;quot;Production specialist&amp;quot;&lt;br /&gt;
! [[Production specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistProduction.png|link=Production specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Human primacy|Human primacy]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Production command]]&amp;lt;br/&amp;gt;[[File:ProductionCommand.png|link=Production command|64px]]&lt;br /&gt;
|- id=&amp;quot;Research specialist&amp;quot;&lt;br /&gt;
! [[Research specialist]]&amp;lt;br/&amp;gt;[[File: SpecialistResearch.png|link=Research specialist]]&lt;br /&gt;
|&lt;br /&gt;
* [[Ideoligion#Transhumanist|Transhumanist]]&lt;br /&gt;
|&lt;br /&gt;
* Dumb labor&lt;br /&gt;
* Animals&lt;br /&gt;
* Cooking&lt;br /&gt;
* Plantwork&lt;br /&gt;
* Mining&lt;br /&gt;
| style=&amp;quot;text-align:center&amp;quot; |[[Research command]]&amp;lt;br/&amp;gt;[[File:ResearchCommand.png|link=Research command|64px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Rituals ==&lt;br /&gt;
{{Main|Rituals}}&lt;br /&gt;
&lt;br /&gt;
{{Ritual table}}&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
{{Main|Relic}}&lt;br /&gt;
Relics are objects revered by your ideoligion that require a series of quests in order to be obtained. These are always of legendary quality, when applicable. Relics grant various boni, both when found and when present in rituals, some of which require being placed in a [[Reliquary]]. A relic being lost causes a malus of {{Thought|desc=The relic has been lost! A travesty!|label=relic lost|value=-5|stack=5|duration=30}} while a relic being destroyed causes a malus of {{Thought|desc=The relic was destroyed! A travesty!|label=relic destroyed|value=-5|stack=5|duration=30}}.&lt;br /&gt;
&lt;br /&gt;
When placed in a Reliquary, pilgrims of your ideoligion will visit your colony to pay reverence to the relic.&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
Ideoligions can add special buildings that are required for either rituals or as statues of that ideologion.&lt;br /&gt;
&lt;br /&gt;
=== Ritual seat ===&lt;br /&gt;
Ideologions can have a maximum of 1 type of ritual seat.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_pillow.png|32px]]&lt;br /&gt;
| [[Kneel_pillow|Kneel pillow]] &lt;br /&gt;
|-&lt;br /&gt;
! [[File:Kneel_sheet.png|32px]]&lt;br /&gt;
| [[Kneel_sheet|Kneel sheet]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Pew.png|32px]]&lt;br /&gt;
| [[Pew]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
Ideologions can have a maximum of 5 types of ideologion-related buildings.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Type !! Minimum expectations !! Room requirements !! Note&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Ideogram_morbid_b.png|32px]]&lt;br /&gt;
| [[Ideogram]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed ||! rowspan=&amp;quot;5&amp;quot; | You can only have one Altar / Ideogram at the same time.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Small_altar.png|32px]]&lt;br /&gt;
| [[Small_altar|Small altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Medium_altar.png|32px]]&lt;br /&gt;
| [[Medium_altar|Medium altar]] || Altar / Ideogram || Moderate || Room impressiveness 60&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Large_altar.png|32px]]&lt;br /&gt;
| [[Large_altar|Large altar]] || Altar / Ideogram || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Grand_altar.png|32px]]&lt;br /&gt;
| [[Grand_altar|Grand altar]] || Altar / Ideogram || Moderate || All floored&amp;lt;br&amp;gt;Room area: 25 tiles&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Christmas_tree.png|32px]]&lt;br /&gt;
| [[Christmas_tree|Christmas tree]] || Christmas tree || N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sacrificial_flag.png|32px]]&lt;br /&gt;
| [[Sacrificial_flag|Sacrificial flag]] || Sacrificial flag || Moderate || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || N/A&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; | Ideologions can add statue-like buildings that are required when there are 3 or more pawns of the ideoligion in your faction and their expectations reach moderate or higher. These buildings can be placed in the same room. Placing the buildings in a room which doesn't meet the requirements will give a &amp;quot;[building name] disrespected&amp;quot; negative moodlet to all pawns of the ideologion.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_small_totemic_a.png|32px]]&lt;br /&gt;
| [[Small_sculpture|Small sculpture]] || Statue || High || Room impressiveness 60&amp;lt;br&amp;gt;Column x4&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Small sculpture as a named ideologion building is a variation of the regular small sculpture.&amp;lt;br&amp;gt;Its [[Small_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_large_totemic_a.png|32px]]&lt;br /&gt;
| [[Large_sculpture|Large sculpture]] || Statue  || High || All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Large sculpture as a named ideologion building is a variation of the regular large sculpture.&amp;lt;br&amp;gt;Its [[Large_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:Sculpture_grand_totemic_a.png|32px]]&lt;br /&gt;
| [[Grand_sculpture|Grand sculpture]] || Statue  || Moderate || Room area: 25 tiles&amp;lt;br&amp;gt;All floored&amp;lt;br&amp;gt;No beds allowed&amp;lt;br&amp;gt;No work facilities allowed || Grand sculpture as a named ideologion building is a variation of the regular grand sculpture.&amp;lt;br&amp;gt;Its [[Grand_sculpture#Styles|appearance]] depends on the Origin or the Style that the ideologion has.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon preferences ==&lt;br /&gt;
Ideoligion can have one or several pairs of noble and despised weapons types. Weapon pairs can't be combined if they overlap.&lt;br /&gt;
&lt;br /&gt;
Wielding a noble weapon grants +3 mood while wielding a despised one grants -5.&lt;br /&gt;
&lt;br /&gt;
Killing any pawn{{Check Tag|Verify}} with a noble weapon grants +3 mood for 1 day{{Check Tag|Thought Template|Convert to thought template}} while using a despised one to attack anything - including objects - grants -5 for 2 days.{{Check Tag|Thought Template|Convert to thought template}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Pair !! First group !! Second group&lt;br /&gt;
|-&lt;br /&gt;
| Melee / Ranged || All melee weapons, including beer and wood || All ranged weapons, including grenades&lt;br /&gt;
|-&lt;br /&gt;
| Melee piercer / Melee blunt || [[Thrumbo horn]], [[Elephant tusk]], [[Breach axe]], [[Gladius]], [[Longsword]], [[Knife]], [[Ikwa]], [[Spear]], [[Persona monosword]], [[Monosword]], [[Plasmasword]], [[Persona plasmasword]] || [[Beer]], [[Wood]], [[Mace]], [[Club]], [[Persona zeushammer]], [[Axe]], [[Warhammer]], [[Zeushammer]], [[Eltex staff]]&lt;br /&gt;
|-&lt;br /&gt;
| Long shots / Short shots || [[Bolt-action rifle]], [[Sniper rifle]] || [[Machine pistol]], [[Pump shotgun]], [[Chain shotgun]], [[Heavy SMG]]&lt;br /&gt;
|-&lt;br /&gt;
| Ranged heavy / Ranged light || [[Incendiary launcher]], [[Smoke launcher]], [[EMP launcher]], [[Heavy SMG]], [[LMG]], [[Sniper rifle]], [[Minigun]], [[Triple rocket launcher]], [[Greatbow]], [[Charge lance]] || [[Revolver]], [[Autopistol]], [[Machine pistol]], [[Short bow]], [[Recurve bow]], [[Charge rifle]]&lt;br /&gt;
|-&lt;br /&gt;
| Neolithic / Ultratech || [[Wood]], [[Club]], [[Knife]], [[Ikwa]], [[Spear]], [[Short bow]], [[Pila]], [[Recurve bow]], [[Greatbow]] || [[Persona monosword]], [[Persona zeushammer]], [[Persona plasmasword]], [[Monosword]], [[Zeushammer]], [[Plasmasword]], [[Eltex staff]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Apparel preferences ==&lt;br /&gt;
{{Stub|section=1|reason=Missing several details inc but not limited to how it spawns on pawns}}&lt;br /&gt;
&lt;br /&gt;
=== Apparel type combinations ===&lt;br /&gt;
Some kinds of [[apparel]] can be set as desired apparel.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Name&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || [[Authority_cap|Authority cap]], [[Beret]], [[Bowler_hat|Bowler hat]], [[Broadwrap]], [[Ceremonial_hood|Ceremonial hood]], [[Cowboy_hat|Cowboy hat]], [[Face_mask|Face mask]], [[Flophat]], [[Headwrap]], [[Hood]], [[Ritual_mask|Ritual mask]], [[Shadecone]], [[Slicecap]], [[Tailcap]], [[Torture_crown|Torture crown]], [[Tribal_headdress|Tribal headdress]], [[Tuque]], [[Veil]], [[Visage_mask|Visage mask]], [[War_mask|War mask]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || [[Burka]], [[Robe]]&lt;br /&gt;
|}&lt;br /&gt;
The player can set any of these pieces to be desired for men, women, or both, and can choose between a relaxed and strong desire. Multiple kinds (a maximum of 8 {{Check Tag|Verify?|Verify what's the limit?}}) of apparel can be chosen. You can select both a relaxed and a strong desire for the same gender / apparel type combination, for example, a female relaxed headgear and a female strong headgear. Note that selecting the same apparel type and preference twice will result in a conflict, for example, if you select a female: strong cowboy hat and an everyone: strong hood. To maximize the number of available desired apparel:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Apparel type !! Gender / Preference combination&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Headgear|Headgear]] || Female: relaxed&amp;lt;br&amp;gt;Female: strong&amp;lt;br&amp;gt;Male: relaxed&amp;lt;br&amp;gt;Male: strong&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Eyes|Eyes]] || [[Blindfold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Skin|Skin]] || [[Button-down_shirt|Button-down shirt]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Apparel#Outer|Outer]] || Everyone: relaxed&amp;lt;br&amp;gt;Everyone: strong&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mood effects ===&lt;br /&gt;
&lt;br /&gt;
Wearing a desired apparel or a certain color has mood effect on the pawn.&lt;br /&gt;
&lt;br /&gt;
==== Desired apparel ====&lt;br /&gt;
&lt;br /&gt;
Pawns that are wearing all of their desired apparel will gain a small mood bonus of {{+|1}} for a relaxed desire, and {{+|2}} for a strong desire. There is no difference in the mood bonus for having multiple pieces of desired apparel in the ideology, the bonus is only for wearing all of their desired apparel. Unlike role-specific apparel, there is no mood penalty for not wearing desired apparel.&lt;br /&gt;
&lt;br /&gt;
==== Color mood effect ====&lt;br /&gt;
&lt;br /&gt;
Ideoligions have an ideoligion color. Pawns gain a gain a {{+|1}} mood buff if more than 60% of a colonist's apparel is their favorite color or the color of their ideoligion. If their favorite color and their ideoligion's color are the same, they will gain both mood buffs for a total of {{+|2}}. For a full list of valid apparel color options, see the [[Dye]] page.&lt;br /&gt;
&lt;br /&gt;
The color of the ideoligion can be set at generation, while a pawn's favorite color is determined when the pawn is generated.{{Check Tag|Children?|Confirm when children gain a favorite color}} Apparel can be dyed at the [[styling station]] for one [[dye]] per piece of apparel. Note that unlike with preferred apparel, outside of the [[Man in Black]] event, pawns will not necessarily spawn wearing color that matches their ideoligion or preferred colors.&lt;br /&gt;
&lt;br /&gt;
=== Spawning ===&lt;br /&gt;
&lt;br /&gt;
Pawns that have an ideologion with desired apparel may spawn wearing it. The criteria for this are not fully understood, but pawnkinds that do not spawn with apparel that occupies the coverage and layer of the item preferred by the ideoligion appear to always spawn with the item. If the pawnkind does have conflicting apparel that may, or is required to, spawn, then a portion of those pawnkinds will spawn with the apparel. This can lead to knock-on effects, such as some Empire [[Empire#Cataphract|Cataphracts]] {{RoyaltyIcon}} spawning with hats in place of their [[cataphract helmet|helmets]] {{RoyaltyIcon}} making them weaker in combat. Note that this also applies to colonist spawns, including at game start. In any case, it is unknown if this is limited by the apparel value limits imposed on some pawnkinds.&lt;br /&gt;
&lt;br /&gt;
== Xenotype preferences ==&lt;br /&gt;
{{Biotech|section=1}}&lt;br /&gt;
{{Stub|section=1|reason= Needs proper write up. Test if specific to Sanguophage or the implanter gene. Also [[Template: Thought]]}}&lt;br /&gt;
Believers consider this xenotype to hold a higher moral or spiritual status than others. They will be happy if their colony has only preferred xenotypes. However, having any preferred xenotypes means that all other xenotypes are considered disliked and believers will be unhappy living alongside them.&lt;br /&gt;
&lt;br /&gt;
Up to three [[Xenotypes]] can be selected as preferred xenotypes, including baseliner and a custom xenotype. If at least one is selected then a positive mood will be generated if every colonist is a preferred type, but a negative scaling mood if even one colonist is not a preferred type.&lt;br /&gt;
&lt;br /&gt;
Believers will not accept becoming a non-preferred xenotype via reimplant ability or [[xenogerm]]s. If [[Sanguophage]] is not a preferred type and at least one other preferred type is set, colonists will refuse Sanguophage xenogerm implantation and quests that award Sanguophage xenogerm will fail to give the reward.{{Check Tag|Fail?|Will not offer that as a reward? Will generate as a reward but not give it? Will not generate the quest? Will not generate the option that would be to receive the xenogerm? Will replace it with something else?}}&lt;br /&gt;
&lt;br /&gt;
Opinion:&lt;br /&gt;
* Preferred xenotype: {{+|10}}&lt;br /&gt;
* Disliked xenotype: {{--|30}}&lt;br /&gt;
&lt;br /&gt;
Mood:&lt;br /&gt;
* All preferred xenotype: {{+|2}}&lt;br /&gt;
* Some disliked xenotypes: {{--|2}}&lt;br /&gt;
* Many disliked xenotypes: {{--|3}}&lt;br /&gt;
* Tons of disliked xenotypes: {{--|4}}&lt;br /&gt;
* I am disliked xenotype&amp;lt;: {{--|6}}&lt;br /&gt;
&lt;br /&gt;
== Venerated animals ==&lt;br /&gt;
{{Stub|section=1|reason=General stub. Also: Check body size requirements. Add Table of options with bodysize and hunger/body size}}&lt;br /&gt;
{{Quote|This animal is considered by believers to hold a special spiritual or moral status, which means it must be venerated and may never be harmed.|Description}}&lt;br /&gt;
An ideoligion can have up to 18 venerated [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Colonists will not hunt or attack venerated animals with ranged weapons (but will attack them in melee), unless the animal is in manhunter mood. They will not slaughter tame venerated animals.&lt;br /&gt;
&lt;br /&gt;
Colonists will butcher venerated animals without any issue, but will refuse to eat their [[meat]] or any meal made with it (including meals stacked together), even when starving. They can be manually ordered to eat such food, but will get -8 mood for 5 days. If a colonist that venerates an animal is unconscious, other colonists (of any ideoligion) will not feed them such food, and '''cannot''' be manually ordered to do so. Colonists take no issue using [[leather]], [[wool]], [[milk]], or [[eggs]] of the venerated animal.&lt;br /&gt;
&lt;br /&gt;
Colonists will get -5 mood for 5 days if a tame venerated animal dies for any reason. Releasing tame animals is fine.&lt;br /&gt;
&lt;br /&gt;
Colonists will get a positive thought for the amount of tame venerated animals in the colony, depending on their total body size divided by the total number of colonists: &amp;lt;!-- +1 is bugged and will not appear, --&amp;gt;+2 for 1 or more, +3 for 2 or more, +4 for 4 or more, and +5 for 6 or more. In case of multiple venerated animals, all their body sizes are added together, producing a single thought. All colonists are counted for this, but only those of an appropriate ideoligion will get the thought.&lt;br /&gt;
&lt;br /&gt;
Despite being tameable, [[Insectoids]] cannot be selected as a venerated animal.&lt;br /&gt;
&lt;br /&gt;
Venerated animals are twice as easy to tame.&lt;br /&gt;
&lt;br /&gt;
== Hair and tattoos ==&lt;br /&gt;
An ideoligion has associated hairstyles, beards, and tattoos. Specific hairstyles and tattoos may be allowed for men, women, or either. Some of those may be more or less common.&lt;br /&gt;
&lt;br /&gt;
Newly spawned pawns of an ideoligion will always have matching appearance.&lt;br /&gt;
&lt;br /&gt;
If pawn's hairstyle, beard, or tattoo do not match what their ideoligion allows (usually as a result of a conversion), they will try to use [[styling station]] on their free time to automatically change their looks, and will have a -??{{Check Tag|Value?}} mood penalty until they do so. They can also be sent to adjust their appearance manually.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Ideology DLC]] Release - Added.&lt;br /&gt;
* [[Version/1.3.3067|1.3.3067]] - Fixed gender supremacy memes having opposite agreeing traits e.g. Female Supremacy inexplicably being agreed with by Misogynist traited pawns. Fix: Essential roles can be removed.&lt;br /&gt;
* [[Version/1.3.3069|1.3.3069]] -&lt;br /&gt;
** Adjust trees-related thoughts. Negatives for killing trees are reduced. Positives for seeing trees are amplified.&lt;br /&gt;
** Chance of resentment on failed conversion attempt reduced from 36% to 20%. Chance of fight reduced from 4% to 2%.&lt;br /&gt;
** If a pawn has sight under 50%, he should gain a psychic sensitivity bonus of up to 50%.&lt;br /&gt;
* [[Version/1.3.3069b|1.3.3069b]] - Added a feature that lets you save and load ideoligions within the ideoligion customization screen.&lt;br /&gt;
* [[Version/1.3.3074|1.3.3074]] - Desired apparel now uses the same faction restrictions as role apparel does. Tribal-Only: War mask, Tribal Headdress. Non-tribal only: Slicecap, Beret. Removed visage mask restriction to non-tribal only. Integrate art for rough living issue and set it to medium importance. Ensure Tunneler meme always has the MiningYield_High precept. Fix 5234: Pawns can build turrets when prohibited by precepts.&lt;br /&gt;
* [[Version/1.3.3076|1.3.3076]] - Tree connection pawns have a 25% boost to [[Pruning Speed]]. Added temperature tough issue and precept. Fix: High life meme ideos generate with a warning about conflicting apparel.&lt;br /&gt;
* [[Version/1.3.3080|1.3.3080]] - Fixed Immunity Drive. Was previously targeting wrong stat and inoperative. Add a new ideoligion setup interface which allows playing like classic RimWorld, using presets, or fully customizing. Change harmful aging thought minimum age from 20 to 25. Added temperature precept icon.&lt;br /&gt;
* [[Version/1.3.3087|1.3.3087]] - Fix: Nutrient paste does not produce ate meat or ate non meat thoughts.&lt;br /&gt;
* [[Version/1.3.3101|1.3.3101]] - Fluid ideoligion system added. Reduce production specialist crafting speed buffs from +70% to +50%. Increase impact of 'lost role' thought from {{--|5}} to {{--|15}}. Pawns now recover from [[#Melee specialist|berserk trance]] on being downed. Fix: There are some duplicate ideoligion icons. Fix: Tree lovers don't care about harvesting / chopping down cocoa trees. Individualist meme description changed from ''A community's role is to serve each individual.'' changed to ''Each person is a free individual with the right to their own ideas and decisions. Nobody should be made to conform.'' Collectivist meme description changed from ''A person's role is to serve the community.'' changed to ''Each person is part of a greater whole. People should work to play their part and help the group.''&lt;br /&gt;
* [[Version/1.3.3117|1.3.3117]] - &lt;br /&gt;
** Fix: Sunlamp does not trigger blinding light for Darkness pawns.&lt;br /&gt;
** Improved viability of multi-ideo colonies. Pawns of pawns of any ideo can now spectate any ritual, even if it's not of their own ideo.&lt;br /&gt;
** Gaining, changing, or removing a role now requires a simple ritual.&lt;br /&gt;
** Added a precept related to Darkness meme that gives believers a positive thought during an eclipse.&lt;br /&gt;
* [[Version/1.3.3159|1.3.3159]] - Precept name length is now limited.&lt;br /&gt;
* [[Version/1.3.3200|1.3.3200]] - Pawns can now install pre-built furniture even if it is incompatible with their ideoligion. Fix: Special characters on named precepts can break UI.&lt;br /&gt;
* [[Version/1.3.3287|1.3.3287]] - A thin faint box is now drawn around ideoligion preset selectables, precept and meme boxes for aesthetic reasons. Reworked eclipse precept artwork. Remove the 'no recent animal slaughter' negative thought from the rancher meme, along with all associated code and content. This particular thought was too limiting for players and not worth having. Previously inflicted a {{--|3}} mood. Fix: Classic mode ideoligions don't start with some classic precepts. Fix: Ideoligion info available on ritual begin dialog in classic mode. Meme &amp;quot;Flesh Purity&amp;quot; no longer forces the anti-biosculpting precept.&lt;br /&gt;
* [[Version/1.3.3326|1.3.3326]] - Display incompatible issue and precept names instead of just precept names in reformation confirmation dialog. Fix: Reforming a fluid ideo lists some precepts as &amp;quot;incompatible&amp;quot; when they actually aren’t. Fix: Ability gizmos are still available for roles that have been removed via reformation.&lt;br /&gt;
* [[Version/1.3.3387|1.3.3387]] - Fix: Not all precepts are added to memes during fluid ideoligion development. &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* [[Version/1.4.3523|1.4.3523]] - Fix: Berserker trance makes pawn guilty even though they cannot attack allies. Fix: High Life harvest yield for Drug Use: Essential precept doesn't work. Randomizing precepts no longer brings up a confirmation dialog if the user has not edited precepts.&lt;br /&gt;
* [[Version/1.4.3542|1.4.3542]] - Fix: Certainty bar doesn't display for games where Ideology has been enabled after the game was started.&lt;br /&gt;
* [[Version/1.4.3555|1.4.3555]] - [[Biotech DLC]] cross integration. Added mechanoid labor, child labor, growth vats, and bloodfeeders precepts. Added bloodfeeding meme. Added a new category of precept: Preferred xenotypes. Fix: Pilgrims coming to venerate a relic cause charity believers to get unhappy regardless of outcome. Yttakin factions no longer get desired apparel precepts, because they’re uncomfortable in all clothes.&lt;br /&gt;
* [[Version/1.4.3557|1.4.3557]] - Assign a fallback ideo{{Check Tag|Detail Needed}} to non-baby colonists during load that don't have an ideo set. Fix: &amp;quot;Child not in growth vat&amp;quot; thought appears for dead children. Fix: Banishing colonists doesn't recalculate faction ideoligions.&lt;br /&gt;
* [[Version/1.4.3563|1.4.3563]] - Fix: Animals specialist role mentions boosting animal-related abilities of nearby allies, which is false. &amp;quot;''A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency, and the ability to boost the animals-related abilities of nearby allies. Holders of this role will refuse to perform some non-animals-related tasks.''&amp;quot; -&amp;gt; ''&amp;quot;A special ideoligious status focusing on animals to the exclusion of all else. This specialized role gives increased taming and training efficiency. Holders of this role will refuse to perform some non-animals-related tasks.&amp;quot;''&lt;br /&gt;
* [[Version/1.4.3613|1.4.3613]] - Fix: Randomize symbols doesn't update member noun in ideology's description. Fix: Pawn auto-uses age reversal after changing from Transhumanist to Non-Transhumanist ideoligion.&lt;br /&gt;
* [[Version/1.6.4543|1.6.4543]] - Allowed the trader's guild faction to generate more variety in their ideoligion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Precept Eclipse OLD.png|Eclipse Precept icon prior to 1.3.3287&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=167780</id>
		<title>Electroharvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=167780"/>
		<updated>2025-08-19T03:09:10Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: Made formatting of power amounts consistent in table - added spaces between the power amounts and &amp;quot;W&amp;quot;s in the notes for the metalhorror power generation to be consistent with how amounts of power are expressed elsewhere on page and wiki. Also moved mispla&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Electroharvester &lt;br /&gt;
| image = Electroharvester south.png&lt;br /&gt;
| description = An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity. The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.&amp;lt;br/&amp;gt;Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape.&amp;lt;br/&amp;gt;An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Electroharvester&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 4000&lt;br /&gt;
| resource 1 = Component&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 25&lt;br /&gt;
| resource 3 = Steel&lt;br /&gt;
| resource 3 amount = 50&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment strength = -25&lt;br /&gt;
&amp;lt;!-- Needs to be set to&lt;br /&gt;
| containment offset = -25&lt;br /&gt;
once the formatting is fixed --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Electroharvester&lt;br /&gt;
| label = electroharvester&lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| thingClass = Building_Electroharvester&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| ai_chillDestination = false&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| drawerType = MapMeshAndRealTime&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| thingCategories = BuildingsPower&lt;br /&gt;
| flickable = true&lt;br /&gt;
| transmitsPower = true&lt;br /&gt;
| breakdownable = true&lt;br /&gt;
| compClass = CompFacilityInactiveWhenElectricityDisabled &lt;br /&gt;
| maxDistance = 5.1&lt;br /&gt;
| stunnable = true&lt;br /&gt;
| useLargeEMPEffecter = true&lt;br /&gt;
| affectedDamageDefs = EMP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Electroharvester''' is a building that harnessess usable power from contained [[Entities]], at the cost of containment strength reduction and occasional injuries.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The electroharvester reduces the [[containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a dangerous 25% while an electroharvester is attached. although this can be situationally useful, it also dramatically increases the risk of catastrophic failure. Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength.&lt;br /&gt;
&lt;br /&gt;
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.&lt;br /&gt;
&lt;br /&gt;
It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly lengthen the period of time between escapes, as it is influenced by movement of a pawn. If the [[sentience]] ([[consciousness]] for entities) of a pawn falls below 30%, the entity will become incapacitated which completely nullifies escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested. This can also prevent the aforementioned death by brain scarring.&lt;br /&gt;
&lt;br /&gt;
Electroharvesters are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt.{{Check Tag|Verify}} During this time, it will not generate any power but will still reduce the containment strength of the attached platform. Unlike mechanoids, electroharvesters do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
=== Yield ===&lt;br /&gt;
The total power yield of an electroharvester harvester depends on the number of linked containment buildings and the type of [[entity]] contained within.&lt;br /&gt;
&lt;br /&gt;
Despite the description only mentioning platforms, the electroharvester will link with any number of [[holding platform]]s or [[holding spot]]s within a 3 tile radius that are not blocked by a wall or building. Due to the size of the containment buildings, this effectively limits the number of linked buildings to 8*, if placed in a square around the electroharvester. &lt;br /&gt;
&lt;br /&gt;
*&amp;amp;#42;Note: it is possible to link 10 holding platforms by arranging the electroharvester vertically, placing 2 platforms to the left, 2 platforms to the right, 3 platforms placed centrally above and 3 platforms placed centrally below.&lt;br /&gt;
&lt;br /&gt;
Each linked containment building that contains an [[entity]] produces an amount of power equal to 200W multiplied by the contained entity's [[Body Size]]. Health conditions or missing body parts do not effect the power yield of an entity.&lt;br /&gt;
&lt;br /&gt;
The calculation used to determine the total power produced by an entity is (1 * [[Body Size]] * 200W). &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Entity Name !! Power &amp;lt;br&amp;gt;Generated  !! [[Body Size]] !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Shambler|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Shambler]] &lt;br /&gt;
| 200 W&amp;lt;br&amp;gt;(varies) || 1.0&amp;lt;br&amp;gt;(varies) || ! style=&amp;quot;text-align:left&amp;quot;|  Amounts shown are for adult human shamblers.&amp;lt;br&amp;gt;  Body size and power generated vary depending on the type of shambler.&lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Ghoul|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Ghoul]] &lt;br /&gt;
| 200 W|| 1.0 || ! style=&amp;quot;text-align:left&amp;quot;|   Amounts shown are for adult ghouls.&amp;lt;br&amp;gt;  Ghouls from younger pawns have lower body size and generate less power.&lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Fingerspike|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Fingerspike]] &lt;br /&gt;
| 120 W || 0.6 || &lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Sightstealer|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Sightstealer]] &lt;br /&gt;
| 160 W || 0.8 || &lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Toughspike|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Toughspike]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Trispike|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Trispike]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Gorehulk|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Gorehulk]] &lt;br /&gt;
| 400 W || 2.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Noctol|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Noctol]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Fleshmass nucleus|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Fleshmass nucleus]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Chimera|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Chimera]] &lt;br /&gt;
| 430 W || 2.15 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Devourer|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Devourer]] &lt;br /&gt;
| 800 W || 4.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Revenant|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Revenant]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Metalhorror|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Metalhorror]] &lt;br /&gt;
| 200 W || 1.0 || ! style=&amp;quot;text-align:left&amp;quot;| Amounts shown are for mature metalhorrors.&amp;lt;br&amp;gt;Juveniles produce 160 W with 0.8 [[Body Size]].&amp;lt;br&amp;gt;Larvae produce 100 W with 0.5 [[Body Size]].&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bulbfreak|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Bulbfreak]] &lt;br /&gt;
| 700 W || 3.5 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Nociosphere|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Nociosphere]] &lt;br /&gt;
| 720 W || 3.6 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding [[Sightstealer|Sightstealers]], [[Shambler|Shamblers]], and [[Gorehulk|Gorehulks]] can match or surpass the power generation of the [[Chemfuel_powered_generator|Chemfuel]] and [[Wood-fired_generator|Wood]] generators. Compared to [[Solar_generator|Solar]] and [[Wind_turbine|Wind]] generators, the electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or [[Chimera|Chimeras]].&lt;br /&gt;
&lt;br /&gt;
The [[Bioferrite generator]] can be seen as a direct lategame upgrade to the electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a bioferrite generator as they are not mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The wounds inflicted by the electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.&lt;br /&gt;
&lt;br /&gt;
Production rates of [[Twisted meat]] from [[Fleshmass nucleus|fleshmass nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=167744</id>
		<title>Electroharvester</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Electroharvester&amp;diff=167744"/>
		<updated>2025-08-19T00:13:23Z</updated>

		<summary type="html">&lt;p&gt;Anyone Else: Added a table listing the power generation of each entity when connected to the electroharvester&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anomaly}}&lt;br /&gt;
{{Infobox main|building&lt;br /&gt;
| name = Electroharvester &lt;br /&gt;
| image = Electroharvester south.png&lt;br /&gt;
| description = An electrical generator that can be placed near a holding platform, where it will draw power from a contained entity. The generator hooks into the entity's body and harnesses energy generated by unnatural spatial distortions or psychic flows inside it.&amp;lt;br/&amp;gt;Larger entities produce more power. However, electroharvesting agitates entities, making them more likely to escape.&amp;lt;br/&amp;gt;An electroharvester can connect to multiple platforms. However, each holding platform can only support one electroharvester.&lt;br /&gt;
&amp;lt;!-- Base Stats --&amp;gt;&lt;br /&gt;
| type = Building&lt;br /&gt;
| type2 = Anomaly (Buildings)&lt;br /&gt;
| mass base = 20&lt;br /&gt;
| beauty = -10&lt;br /&gt;
| hp = 250&lt;br /&gt;
| flammability = 0.75&lt;br /&gt;
| path cost = 50&lt;br /&gt;
&amp;lt;!-- Building --&amp;gt;&lt;br /&gt;
| size = 2 * 1&lt;br /&gt;
| minifiable = true&lt;br /&gt;
| passability = pass through only&lt;br /&gt;
| cover = 0.9&lt;br /&gt;
&amp;lt;!-- Creation --&amp;gt;&lt;br /&gt;
| research = Electroharvester&lt;br /&gt;
| skill 1 = construction&lt;br /&gt;
| skill 1 level = 4&lt;br /&gt;
| work to make = 4000&lt;br /&gt;
| resource 1 = Component&lt;br /&gt;
| resource 1 amount = 1&lt;br /&gt;
| resource 2 = Bioferrite&lt;br /&gt;
| resource 2 amount = 25&lt;br /&gt;
| resource 3 = Steel&lt;br /&gt;
| resource 3 amount = 50&lt;br /&gt;
&amp;lt;!-- Containment --&amp;gt;&lt;br /&gt;
| containment strength = -25&lt;br /&gt;
&amp;lt;!-- Needs to be set to&lt;br /&gt;
| containment offset = -25&lt;br /&gt;
once the formatting is fixed --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Technical --&amp;gt;&lt;br /&gt;
| defName = Electroharvester&lt;br /&gt;
| label = electroharvester&lt;br /&gt;
&amp;lt;!-- Unsorted --&amp;gt;&lt;br /&gt;
| thingClass = Building_Electroharvester&lt;br /&gt;
| tickerType = Normal&lt;br /&gt;
| ai_chillDestination = false&lt;br /&gt;
| buildingTags = Anomaly&lt;br /&gt;
| drawerType = MapMeshAndRealTime&lt;br /&gt;
| altitudeLayer = Building&lt;br /&gt;
| designationCategory = Anomaly&lt;br /&gt;
| canOverlapZones = false&lt;br /&gt;
| thingCategories = BuildingsPower&lt;br /&gt;
| flickable = true&lt;br /&gt;
| transmitsPower = true&lt;br /&gt;
| breakdownable = true&lt;br /&gt;
| compClass = CompFacilityInactiveWhenElectricityDisabled &lt;br /&gt;
| maxDistance = 5.1&lt;br /&gt;
| stunnable = true&lt;br /&gt;
| useLargeEMPEffecter = true&lt;br /&gt;
| affectedDamageDefs = EMP&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Electroharvester''' is a building that harnessess usable power from contained [[Entities]], at the cost of containment strength reduction and occasional injuries.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
The electroharvester will generate electrical energy from entities contained in connected platforms, providing power to its connected power grid. The amount of energy produced is based on the combined [[body size]] of all entities. It produces 200 watts of power per 1 body size, up to a maximum output of 2000 watts at 10 body size. For reference, a [[gorehulk]] has a body size of 2, and contributes 400 watts to an electroharvester. The electroharvester reduces the [[containment]] strength of all connected platforms by -25.  Additionally, it significantly increases the activity gain of connected entities. For example, a [[nociosphere]] normally gains 10% activity per day, but this jumps up to a dangerous 25% while an electroharvester is attached. although this can be situationally useful, it also dramatically increases the risk of catastrophic failure. Electroharvesters will also halve the knowledge gain of connected entities, in addition to the knowledge penalty from reducing containment strength.&lt;br /&gt;
&lt;br /&gt;
A feature of the electroharvester not explicitly mentioned in-game is that it will periodically harm connected entities, applying a few electrical burns at infrequent intervals. The amount of damage applied is usually trivial, around 1-3 {{HP}}{{Check Tag|check|Based on float range defined in code. Testing needed to confirm actual damage, and if armor has any effect.}} of damage with an {{MTB}} of 2 days. Because of their inability to regenerate health, [[shambler]]s will eventually die from these burns, making shambler power non-renewable. Other entities which are able to regenerate health will still, albeit rarely, take damage to the brain or eyes. This damage will scar and eventually cause death, though due to the slow nature of this process it is unlikely to prove lethal unless the entity has been confined for many in-game years.&lt;br /&gt;
&lt;br /&gt;
It should be noted that intermittent scarring to the brain from the electroharvester may also indirectly lengthen the period of time between escapes, as it is influenced by movement of a pawn. If the [[sentience]] ([[consciousness]] for entities) of a pawn falls below 30%, the entity will become incapacitated which completely nullifies escape risks. At this point, it should ideally be relocated to a different containment cell where only its bioferrite can be harvested. This can also prevent the aforementioned death by brain scarring.&lt;br /&gt;
&lt;br /&gt;
Electroharvesters are temporarily disabled by sources of [[EMP]], with downtime scaling to the EMP damage dealt.{{Check Tag|Verify}} During this time, it will not generate any power but will still reduce the containment strength of the attached platform. Unlike mechanoids, electroharvesters do not adapt to EMP and thus can be continuously restunned.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The electroharvester provides a cheap early-game building for colonies to consistently generate power utilizing void entities. Reasonable setups where a single electroharvester is connected to 6 containment pads holding [[Sightstealer|Sightstealers]], [[Shambler|Shamblers]], and [[Gorehulk|Gorehulks]] can match or surpass the power generation of the [[Chemfuel_powered_generator|Chemfuel]] and [[Wood-fired_generator|Wood]] generators. Compared to [[Solar_generator|Solar]] and [[Wind_turbine|Wind]] generators, the electroharvester is cheaper, and is unaffected by light or wind levels, but will generally offer less overall power unless connected to large body size entities such as Gorehulks or [[Chimera|Chimeras]].&lt;br /&gt;
&lt;br /&gt;
The [[Bioferrite generator]] can be seen as a direct lategame upgrade to the electroharvester, although it consumes 6 bioferrite per day as fuel, which may be a burden on colonies with smaller harvesting setups or frequent void rituals. It is possible to use an electroharvester in conjunction with a bioferrite generator as they are not mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
The wounds inflicted by the electroharvester can provide consistent and risk-free opportunities for pawns to train up their medicine skill.&lt;br /&gt;
&lt;br /&gt;
Production rates of [[Twisted meat]] from [[Fleshmass nucleus|fleshmass nuclei]] rise with higher activity levels. Colonies utilizing twisted meat to feed ghouls, inhumanized colonists, or as an ingredient for chemfuel refining may prefer to have a fleshmass nucleus connected to an electroharvester.&lt;br /&gt;
&lt;br /&gt;
== Yield ==&lt;br /&gt;
The total power yield of an electroharvester harvester depends on the number of linked containment buildings and the type of [[entity]] contained within.&lt;br /&gt;
&lt;br /&gt;
The electroharvester will link with any number of [[holding platform]]s or [[holding spot]]s within a 3 tile radius that are not blocked by a wall or building. Due to the size of the containment buildings, this effectively limits the number of linked buildings to 8*, if placed in a square around the electroharvester. &lt;br /&gt;
&lt;br /&gt;
*&amp;amp;#42;Note: it is possible to link 10 holding platforms by arranging the electroharvester vertically, placing 2 platforms to the left, 2 platforms to the right, 3 platforms placed centrally above and 3 platforms placed centrally below.&lt;br /&gt;
&lt;br /&gt;
Each linked containment building that contains an [[entity]] produces an amount of power equal to 200W multiplied by the contained entity's [[Body Size]]. Health conditions or missing body parts do not effect the power yield of an entity.&lt;br /&gt;
&lt;br /&gt;
The calculation used to determine the total power produced by an entity is (1 * [[Body Size]] * 200W). &lt;br /&gt;
&lt;br /&gt;
{| {{STDT| sortable text-center}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Entity Name !! Power &amp;lt;br&amp;gt;Generated  !! [[Body Size]] !! Notes&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Shambler|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Shambler]] &lt;br /&gt;
| 200 W&amp;lt;br&amp;gt;(varies) || 1.0&amp;lt;br&amp;gt;(varies) || ! style=&amp;quot;text-align:left&amp;quot;|  Amounts shown are for adult human shamblers.&amp;lt;br&amp;gt;  Body size and power generated vary depending on the type of shambler.&lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Ghoul|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Ghoul]] &lt;br /&gt;
| 200 W|| 1.0 || ! style=&amp;quot;text-align:left&amp;quot;|   Amounts shown are for adult ghouls.&amp;lt;br&amp;gt;  Ghouls from younger pawns have lower body size and generate less power.&lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Fingerspike|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Fingerspike]] &lt;br /&gt;
| 120 W || 0.6 || &lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Sightstealer|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Sightstealer]] &lt;br /&gt;
| 160 W || 0.8 || &lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Toughspike|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Toughspike]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
!  {{Icon Small|Trispike|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Trispike]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Gorehulk|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Gorehulk]] &lt;br /&gt;
| 400 W || 2.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Noctol|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Noctol]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Fleshmass nucleus|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Fleshmass nucleus]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Chimera|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Chimera]] &lt;br /&gt;
| 430 W || 2.15 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Devourer|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Devourer]] &lt;br /&gt;
| 800 W || 4.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Revenant|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Revenant]] &lt;br /&gt;
| 200 W || 1.0 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Metalhorror|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Metalhorror]] &lt;br /&gt;
| 200 W || 1.0 || ! style=&amp;quot;text-align:left&amp;quot;| Amounts shown are for mature metalhorrors.&amp;lt;br&amp;gt;Juveniles produce 160W with 0.8. [[Body Size]]&amp;lt;br&amp;gt;Larvae produce 100W with 0.5 [[Body Size]].&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Bulbfreak|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Bulbfreak]] &lt;br /&gt;
| 700 W || 3.5 || &lt;br /&gt;
|-&lt;br /&gt;
! {{Icon Small|Nociosphere|32}}&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | [[Nociosphere]] &lt;br /&gt;
| 720 W || 3.6 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version history ==&lt;br /&gt;
* [[Anomaly DLC]] Release - Added&lt;br /&gt;
&lt;br /&gt;
{{Nav|anomaly|wide}}&lt;br /&gt;
{{Nav|power|wide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Anomaly (Buildings)]]&lt;/div&gt;</summary>
		<author><name>Anyone Else</name></author>
	</entry>
</feed>